L L4D2node

CPhysBox::ObjectCaps

0x0079c050 · 123 bytes · __thiscall

_ZN8CPhysBox10ObjectCapsEv

Decompiled

undefined (1 param)

/* CPhysBox::ObjectCaps() */

uint __thiscall CPhysBox::ObjectCaps(CPhysBox *this)

{
  char cVar1;
  uint uVar2;
  uint uVar3;
  
  uVar2 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
  if ((*(uint *)(this + 0x148) & 0x80000) != 0) {
    return uVar2 | 0x40000010;
  }
  if ((*(uint *)(this + 0x148) & 0x40000) != 0) {
    return uVar2 | 0x40000000;
  }
  cVar1 = CBasePlayer::CanPickupObject((CBaseEntity *)this,35.0,128.0);
  uVar3 = uVar2 | 0x40000000;
  if (cVar1 != '\0') {
    uVar3 = uVar2 | 0x40000010;
  }
  return uVar3;
}

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)