L L4D2node

CPhysicsCannister::CreateVPhysics

0x00787430 · 61 bytes · __thiscall

_ZN17CPhysicsCannister14CreateVPhysicsEv

Decompiled

undefined (1 param)

/* CPhysicsCannister::CreateVPhysics() */

undefined4 __thiscall CPhysicsCannister::CreateVPhysics(CPhysicsCannister *this)

{
  CBaseEntity::VPhysicsInitNormal((CBaseEntity *)this,6,0x1000,*(uint *)(this + 0x148) & 1,0);
  return 1;
}

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)