L L4D2node

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 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)