CRagdollPropAttached::VPhysicsUpdate
0x00798990 · 55 bytes · __cdecl
_ZN20CRagdollPropAttached14VPhysicsUpdateEP14IPhysicsObject
Decompiled
undefined (1 param)
/* CRagdollPropAttached::VPhysicsUpdate(IPhysicsObject*) */
void CRagdollPropAttached::VPhysicsUpdate(IPhysicsObject *param_1)
{
if (param_1[0x213c] != (IPhysicsObject)0x0) {
Detach((CRagdollPropAttached *)param_1);
param_1[0x213c] = (IPhysicsObject)0x0;
}
CRagdollProp::VPhysicsUpdate(param_1);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.