L L4D2node

CPhysicsProp::ObjectCaps

0x007e40f0 · 99 bytes · __thiscall

_ZN12CPhysicsProp10ObjectCapsEv

Decompiled

undefined (1 param)

/* CPhysicsProp::ObjectCaps() */

uint __thiscall CPhysicsProp::ObjectCaps(CPhysicsProp *this)

{
  char cVar1;
  uint uVar2;
  uint uVar3;
  
  uVar2 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
  cVar1 = CBasePlayer::CanPickupObject((CBaseEntity *)this,35.0,128.0);
  uVar3 = uVar2 | 0x40000000;
  if ((cVar1 != '\0') && (*(int *)(this + 0x234) != 1)) {
    uVar3 = uVar2 | 0x40000210;
  }
  if (((byte)this[0x149] & 0x80) != 0) {
    uVar3 = uVar3 | 0x2000;
  }
  return uVar3;
}

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)