L L4D2node

TransferPhysicsObject

0x0079ffe0 · 199 bytes · __cdecl

_Z21TransferPhysicsObjectP11CBaseEntityS0_b

Decompiled

undefined (3 params)

/* TransferPhysicsObject(CBaseEntity*, CBaseEntity*, bool) */

undefined4 TransferPhysicsObject(CBaseEntity *param_1,CBaseEntity *param_2,bool param_3)

{
  IPhysicsObject *pIVar1;
  char cVar2;
  
  pIVar1 = *(IPhysicsObject **)(param_1 + 0x238);
  if (pIVar1 != (IPhysicsObject *)0x0) {
    cVar2 = (**(code **)(*(int *)pIVar1 + 8))(pIVar1);
    if (cVar2 == '\0') {
      CBaseEntity::VPhysicsSwapObject(param_1,(IPhysicsObject *)0x0);
      (**(code **)(*(int *)pIVar1 + 0x124))(pIVar1);
      CBaseEntity::VPhysicsSetObject(param_2,pIVar1);
      (**(code **)(*(int *)pIVar1 + 0x44))(pIVar1,param_2);
      (**(code **)(*(int *)param_2 + 0x29c))(param_2,pIVar1);
      (**(code **)(*(int *)pIVar1 + 0x40))(pIVar1,1);
      (**(code **)(*(int *)pIVar1 + 0x38))(pIVar1,1);
      (**(code **)(*(int *)pIVar1 + 0x6c))(pIVar1);
      if (!param_3) {
        return 1;
      }
      (**(code **)(*(int *)pIVar1 + 100))(pIVar1);
      return 1;
    }
  }
  return 0;
}

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)