L L4D2node

EntityPhysics_CreateSolver

0x007949c0 · 76 bytes · __cdecl

_Z26EntityPhysics_CreateSolverP11CBaseEntityS0_bf

Decompiled

undefined (4 params)

/* EntityPhysics_CreateSolver(CBaseEntity*, CBaseEntity*, bool, float) */

undefined4
EntityPhysics_CreateSolver(CBaseEntity *param_1,CBaseEntity *param_2,bool param_3,float param_4)

{
  char cVar1;
  undefined4 uVar2;
  
  cVar1 = PhysEntityCollisionsAreDisabled(param_1,param_2);
  if (cVar1 == '\0') {
    uVar2 = CPhysicsEntitySolver::Create(param_1,param_2,param_4);
    return uVar2;
  }
  return 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)