L L4D2node

CPhysicsProp::Use

0x007e3e50 · 149 bytes · __cdecl

_ZN12CPhysicsProp3UseEP11CBaseEntityS1_8USE_TYPEf

Decompiled

undefined (4 params)

/* CPhysicsProp::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */

void CPhysicsProp::Use(CBaseEntity *param_1,CBaseEntity *param_2)

{
  char cVar1;
  
  if (param_2 != (CBaseEntity *)0x0) {
    cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
    if ((cVar1 != '\0') && (param_2[0x186] != (CBaseEntity)0x9)) {
      if (((byte)param_1[0x149] & 1) != 0) {
        COutputEvent::FireOutput((COutputEvent *)(param_1 + 0x15e0),param_1,param_1,0.0);
        COutputEvent::FireOutput((COutputEvent *)(param_1 + 0x15f8),param_2,param_1,0.0);
      }
                    /* WARNING: Could not recover jumptable at 0x007e3e9e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)param_2 + 0x6ec))();
      return;
    }
  }
  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)