L L4D2node

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 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)