L L4D2node

CPhysicsCannister::ShouldPuntUseLaunchForces

0x00789320 · 31 bytes · __thiscall

_ZN17CPhysicsCannister25ShouldPuntUseLaunchForcesE14PhysGunForce_t

Decompiled

undefined (2 params)

/* CPhysicsCannister::ShouldPuntUseLaunchForces(PhysGunForce_t) */

bool __thiscall CPhysicsCannister::ShouldPuntUseLaunchForces(CPhysicsCannister *this,int param_2)

{
  if (param_2 != 3) {
    return false;
  }
  return *(float *)(this + 0x1a78) != 0.0;
}

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)