L L4D2node

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 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)