L L4D2node

PhysGetListOfPenetratingEntities

0x0077e040 · 34 bytes · __cdecl

_Z32PhysGetListOfPenetratingEntitiesP11CBaseEntityR10CUtlVectorIS0_10CUtlMemoryIS0_iEE

Decompiled

undefined (2 params)

/* PhysGetListOfPenetratingEntities(CBaseEntity*, CUtlVector<CBaseEntity*, CUtlMemory<CBaseEntity*,
   int> >&) */

void PhysGetListOfPenetratingEntities(CBaseEntity *param_1,CUtlVector *param_2)

{
  CCollisionEvent::GetListOfPenetratingEntities((CCollisionEvent *)g_Collisions,param_1,param_2);
  return;
}

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)