L L4D2node

CBasePlayer::UpdatePhysicsShadowToCurrentPosition

0x007af950 · 85 bytes · __thiscall

_ZN11CBasePlayer36UpdatePhysicsShadowToCurrentPositionEv

Decompiled

undefined (1 param)

/* CBasePlayer::UpdatePhysicsShadowToCurrentPosition() */

void __thiscall CBasePlayer::UpdatePhysicsShadowToCurrentPosition(CBasePlayer *this)

{
  float fVar1;
  
  fVar1 = *(float *)(gpGlobals + 0x10);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  UpdateVPhysicsPosition(this,(Vector *)(this + 0x2e0),(Vector *)&vec3_origin,fVar1);
  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)