CBasePlayer::InitVCollision
0x007b50b0 · 174 bytes · __thiscall
_ZN11CBasePlayer14InitVCollisionERK6VectorS2_
Decompiled
undefined (3 params)
/* CBasePlayer::InitVCollision(Vector const&, Vector const&) */
void __thiscall CBasePlayer::InitVCollision(CBasePlayer *this,Vector *param_1,Vector *param_2)
{
int iVar1;
int iVar2;
CPhysCollide *pCVar3;
CPhysCollide *pCVar4;
(**(code **)(*(int *)this + 0x298))(this);
iVar1 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
pCVar3 = (CPhysCollide *)PhysCreateBbox((Vector *)(iVar2 + 0xc),(Vector *)(iVar1 + 0x18));
iVar1 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
pCVar4 = (CPhysCollide *)PhysCreateBbox((Vector *)(iVar2 + 0x24),(Vector *)(iVar1 + 0x30));
SetupVPhysicsShadow(this,param_1,param_2,pCVar3,"player_stand",pCVar4,"player_crouch");
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.