CPhysicsProp::CPhysicsProp
0x007f09f0 · 427 bytes · __thiscall
_ZN12CPhysicsPropC1Ev
Decompiled
undefined (1 param)
/* CPhysicsProp::CPhysicsProp() */
void __thiscall CPhysicsProp::CPhysicsProp(CPhysicsProp *this)
{
CBreakableProp::CBreakableProp((CBreakableProp *)this);
*(undefined ***)this = &PTR__CPhysicsProp_00cc4388;
*(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00cc4814;
*(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cc48b8;
*(undefined ***)(this + 0x154c) = &PTR_IsPotentiallyAbleToObstructNavAreas_00cc48e8;
*(undefined4 *)(this + 0x1550) = 0;
*(undefined4 *)(this + 0x155c) = 0xffffffff;
*(undefined4 *)(this + 0x1560) = 0;
*(undefined4 *)(this + 0x1568) = 0;
*(undefined4 *)(this + 0x1574) = 0xffffffff;
*(undefined4 *)(this + 0x1578) = 0;
*(undefined4 *)(this + 0x1580) = 0;
*(undefined4 *)(this + 0x158c) = 0xffffffff;
*(undefined4 *)(this + 0x1590) = 0;
*(undefined4 *)(this + 0x1598) = 0;
*(undefined4 *)(this + 0x15a4) = 0xffffffff;
*(undefined4 *)(this + 0x15a8) = 0;
*(undefined4 *)(this + 0x15b0) = 0;
*(undefined4 *)(this + 0x15bc) = 0xffffffff;
*(undefined4 *)(this + 0x15c0) = 0;
*(undefined4 *)(this + 0x15c8) = 0;
*(undefined4 *)(this + 0x15d4) = 0xffffffff;
*(undefined4 *)(this + 0x15d8) = 0;
*(undefined4 *)(this + 0x15e0) = 0;
*(undefined4 *)(this + 0x15ec) = 0xffffffff;
*(undefined4 *)(this + 0x15f0) = 0;
*(undefined4 *)(this + 0x15f8) = 0;
*(undefined4 *)(this + 0x1604) = 0xffffffff;
*(undefined4 *)(this + 0x1608) = 0;
*(undefined4 *)(this + 0x1610) = 0;
*(undefined4 *)(this + 0x161c) = 0xffffffff;
*(undefined4 *)(this + 0x1620) = 0;
*(undefined4 *)(this + 0x1628) = 0;
*(undefined4 *)(this + 0x1634) = 0xffffffff;
*(undefined4 *)(this + 0x1638) = 0;
*(undefined4 *)(this + 0x1678) = 0;
*(undefined ***)(this + 0x1680) = &PTR_NetworkStateChanged_00c23e10;
*(undefined4 *)(this + 0x1684) = 0xbf800000;
this[0x1664] = (CPhysicsProp)0x0;
*(undefined4 *)(this + 0x1668) = 0;
*(undefined4 *)(this + 0x166c) = 0;
*(undefined4 *)(this + 0x1674) = 0;
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.