L L4D2node

CBoneFollower::VPhysicsUpdate

0x007856d0 · 72 bytes · __thiscall

_ZN13CBoneFollower14VPhysicsUpdateEP14IPhysicsObject

Decompiled

undefined (2 params)

/* CBoneFollower::VPhysicsUpdate(IPhysicsObject*) */

void __thiscall CBoneFollower::VPhysicsUpdate(CBoneFollower *this,IPhysicsObject *param_1)

{
  Vector local_34 [12];
  QAngle local_28 [24];
  
  (**(code **)(*(int *)param_1 + 0xc4))(param_1,local_34,local_28);
  CBaseEntity::SetAbsOrigin((CBaseEntity *)this,local_34);
  CBaseEntity::SetAbsAngles((CBaseEntity *)this,local_28);
  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)