CPhysicsHook::PreClientUpdate
0x0077f270 · 79 bytes · __thiscall
_ZN12CPhysicsHook15PreClientUpdateEv
Decompiled
undefined (1 param)
/* CPhysicsHook::PreClientUpdate() */
void __thiscall CPhysicsHook::PreClientUpdate(CPhysicsHook *this)
{
float fVar1;
fVar1 = *(float *)(gpGlobals + 0x10) + *(float *)(this + 0x54);
*(float *)(this + 0x54) = fVar1;
if (fVar1 <= 0.05) {
return;
}
physicssound::PlayImpactSounds((soundlist_t *)(this + 4));
*(undefined4 *)(this + 0x54) = 0;
physicssound::PlayBreakSounds((CUtlVector *)(this + 0x18));
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.