L L4D2node

CPhysicsProp::OnBreak

0x007e5d60 · 76 bytes · __cdecl

_ZN12CPhysicsProp7OnBreakERK6VectorS2_P11CBaseEntity

Decompiled

undefined (3 params)

/* CPhysicsProp::OnBreak(Vector const&, Vector const&, CBaseEntity*) */

void CPhysicsProp::OnBreak(Vector *param_1,Vector *param_2,CBaseEntity *param_3)

{
  char cVar1;
  
  if ((*(int *)(DebugZombieBreakables._28_4_ + 0x30) == 0) && (0 < *(int *)(param_1 + 0x1658))) {
    cVar1 = (**(code **)(*(int *)param_1 + 0x3a4))(param_1);
    if (cVar1 == '\0') {
                    /* WARNING: Could not recover jumptable at 0x007e5da4. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*TheNavMesh + 0x58))();
      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)