L L4D2node

CKeepUpright::Simulate

0x007a5520 · 13 bytes · __thiscall

_ZThn1088_N12CKeepUpright8SimulateEP24IPhysicsMotionControllerP14IPhysicsObjectfR6VectorS5_

Decompiled

undefined (6 params)

/* non-virtual thunk to CKeepUpright::Simulate(IPhysicsMotionController*, IPhysicsObject*, float,
   Vector&, Vector&) */

void __thiscall
CKeepUpright::Simulate
          (CKeepUpright *this,IPhysicsMotionController *param_1,IPhysicsObject *param_2,
          float param_3,Vector *param_4,Vector *param_5)

{
  Simulate(this + -0x440,param_1,param_2,param_3,param_4,param_5);
  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)