L L4D2node

PhysSolidOverride

0x0077a230 · 387 bytes · __cdecl

_Z17PhysSolidOverrideR7solid_t8string_t

Decompiled

undefined (2 params)

/* PhysSolidOverride(solid_t&, string_t) */

void PhysSolidOverride(int param_1,char *param_2)

{
  undefined1 uVar1;
  int *piVar2;
  int in_GS_OFFSET;
  undefined **local_1124;
  char local_1120 [256];
  char local_1020 [4096];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (param_2 != (char *)0x0) {
    uVar1 = *(undefined1 *)(param_1 + 0x63c);
    V_strncpy(local_1020,"solid { ",0x1000);
    while( true ) {
      param_2 = (char *)nexttoken(local_1120,0x100,param_2,',');
      if (local_1120[0] == '\0') break;
      V_strncat(local_1020,"\"",0x1000,-1);
      V_strncat(local_1020,local_1120,0x1000,-1);
      V_strncat(local_1020,"\" ",0x1000,-1);
    }
    V_strncat(local_1020,"}",0x1000,-1);
    piVar2 = (int *)(**(code **)(*physcollision + 0x9c))(physcollision,local_1020);
    local_1124 = &PTR_ParseKeyValue_00cb10b8;
    (**(code **)(*piVar2 + 0x10))(piVar2,param_1,&local_1124);
    (**(code **)(*physcollision + 0xa4))(physcollision,piVar2);
    *(undefined1 *)(param_1 + 0x63c) = uVar1;
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)