L L4D2node

CPhysBox::VPhysicsCollision

0x0079edb0 · 161 bytes · __thiscall

_ZN8CPhysBox17VPhysicsCollisionEiP21gamevcollisionevent_t

Decompiled

undefined (3 params)

/* CPhysBox::VPhysicsCollision(int, gamevcollisionevent_t*) */

void __thiscall
CPhysBox::VPhysicsCollision(CPhysBox *this,int param_1,gamevcollisionevent_t *param_2)

{
  float fVar1;
  char cVar2;
  int *piVar3;
  longdouble lVar4;
  
  CBreakable::VPhysicsCollision((CBreakable *)this,param_1,param_2);
  piVar3 = *(int **)(param_2 + (uint)(param_1 == 0) * 4);
  if (((*(float *)(this + 0x50c) != 0.0) &&
      (((piVar3 = (int *)(**(code **)(*piVar3 + 0x48))(piVar3), piVar3 == (int *)0x0 ||
        (cVar2 = (**(code **)(*piVar3 + 0x16c))(piVar3), cVar2 == '\0')) ||
       (((byte)this[0x14a] & 0x80) == 0)))) &&
     (piVar3 = *(int **)(param_2 + (uint)(param_1 == 0) * 4), fVar1 = *(float *)(param_2 + 0x18),
     lVar4 = (longdouble)(**(code **)(*piVar3 + 0x78))(piVar3),
     *(float *)(this + 0x50c) <= (float)lVar4 * fVar1)) {
    EnableMotion(this);
    return;
  }
  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)