CBasePlayer::UpdateVPhysicsPosition
0x007af8e0 · 108 bytes · __thiscall
_ZN11CBasePlayer22UpdateVPhysicsPositionERK6VectorS2_f
Decompiled
undefined (4 params)
/* CBasePlayer::UpdateVPhysicsPosition(Vector const&, Vector const&, float) */
void __thiscall
CBasePlayer::UpdateVPhysicsPosition(CBasePlayer *this,Vector *param_1,Vector *param_2,float param_3)
{
uint uVar1;
char cVar2;
IPhysicsObject *pIVar3;
uVar1 = *(uint *)(this + 0x150);
pIVar3 = (IPhysicsObject *)GetGroundVPhysics(this);
cVar2 = IsRideablePhysics(this,pIVar3);
if (cVar2 == '\0') {
pIVar3 = (IPhysicsObject *)0x0;
}
(**(code **)(**(int **)(this + 0x1dd4) + 8))
(*(int **)(this + 0x1dd4),param_1,param_2,param_3,uVar1 & 1,pIVar3);
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.