L L4D2node

CBasePlayer::UpdatePhysicsShadowToPosition

0x007af9b0 · 50 bytes · __thiscall

_ZN11CBasePlayer29UpdatePhysicsShadowToPositionERK6Vector

Decompiled

undefined (2 params)

/* CBasePlayer::UpdatePhysicsShadowToPosition(Vector const&) */

void __thiscall CBasePlayer::UpdatePhysicsShadowToPosition(CBasePlayer *this,Vector *param_1)

{
  UpdateVPhysicsPosition(this,param_1,(Vector *)&vec3_origin,*(float *)(gpGlobals + 0x10));
  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)