CBasePlayer::VPhysicsUpdate
0x007a82f0 · 84 bytes · __thiscall
_ZN11CBasePlayer14VPhysicsUpdateEP14IPhysicsObject
Decompiled
undefined (2 params)
/* CBasePlayer::VPhysicsUpdate(IPhysicsObject*) */
void __thiscall CBasePlayer::VPhysicsUpdate(CBasePlayer *this,IPhysicsObject *param_1)
{
float fVar1;
fVar1 = *(float *)(this + 0x17fc);
*(float *)(this + 0x17fc) = fVar1 * 0.125;
CBaseCombatCharacter::ApplyStressDamage((CBaseCombatCharacter *)this,param_1,true);
*(float *)(this + 0x17fc) = fVar1;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.