CBasePlayer::VPhysicsDestroyObject
0x007a8350 · 201 bytes · __thiscall
_ZN11CBasePlayer21VPhysicsDestroyObjectEv
Decompiled
undefined (1 param)
/* CBasePlayer::VPhysicsDestroyObject() */
void __thiscall CBasePlayer::VPhysicsDestroyObject(CBasePlayer *this)
{
int *piVar1;
CBaseEntity::VPhysicsSetObject((CBaseEntity *)this,(IPhysicsObject *)0x0);
PhysRemoveShadow((CBaseEntity *)this);
if (*(int *)(this + 0x1dd4) != 0) {
(**(code **)(*physenv + 0x74))(physenv,*(int *)(this + 0x1dd4));
*(undefined4 *)(this + 0x1dd4) = 0;
}
piVar1 = *(int **)(this + 0x1dd8);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0x34))(piVar1,0);
PhysDestroyObject(*(IPhysicsObject **)(this + 0x1dd8),(CBaseEntity *)0x0);
*(undefined4 *)(this + 0x1dd8) = 0;
}
piVar1 = *(int **)(this + 0x1ddc);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0x34))(piVar1,0);
PhysDestroyObject(*(IPhysicsObject **)(this + 0x1ddc),(CBaseEntity *)0x0);
*(undefined4 *)(this + 0x1ddc) = 0;
}
CBaseEntity::VPhysicsDestroyObject((CBaseEntity *)this);
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.