L L4D2node

CPhysBox::EnableMotion

0x0079ebc0 · 102 bytes · __thiscall

_ZN8CPhysBox12EnableMotionEv

Decompiled

undefined (1 param)

/* CPhysBox::EnableMotion() */

void __thiscall CPhysBox::EnableMotion(CPhysBox *this)

{
  int *piVar1;
  
  piVar1 = *(int **)(this + 0x238);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x40))(piVar1,1);
    (**(code **)(*piVar1 + 100))(piVar1);
  }
  *(undefined4 *)(this + 0x508) = 0;
  *(undefined4 *)(this + 0x50c) = 0;
  COutputEvent::FireOutput
            ((COutputEvent *)(this + 0x554),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
  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)