L L4D2node

PhysGetMassCenterOverrideIndex

0x0077a3c0 · 66 bytes · __cdecl

_Z30PhysGetMassCenterOverrideIndex8string_t

Decompiled

undefined (1 param)

/* PhysGetMassCenterOverrideIndex(string_t) */

int PhysGetMassCenterOverrideIndex(int param_1)

{
  int iVar1;
  int iVar2;
  int *piVar3;
  
  if ((param_1 == 0) || ((int)g_PhysicsHook._56_4_ < 1)) {
LAB_0077a3ff:
    iVar2 = -1;
  }
  else if (param_1 == *(int *)(g_PhysicsHook._44_4_ + 0x1c)) {
    iVar2 = 0;
  }
  else {
    iVar2 = 0;
    piVar3 = (int *)(g_PhysicsHook._44_4_ + 0x3c);
    do {
      iVar2 = iVar2 + 1;
      if (iVar2 == g_PhysicsHook._56_4_) goto LAB_0077a3ff;
      iVar1 = *piVar3;
      piVar3 = piVar3 + 8;
    } while (param_1 != iVar1);
  }
  return iVar2;
}

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)