L L4D2node

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 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)