L L4D2node

CPhysicsProp::GetMassCenter

0x007f1b20 · 123 bytes · __thiscall

_ZN12CPhysicsProp13GetMassCenterEP6Vector

Decompiled

undefined (2 params)

/* CPhysicsProp::GetMassCenter(Vector*) */

void __thiscall CPhysicsProp::GetMassCenter(CPhysicsProp *this,Vector *param_1)

{
  int *piVar1;
  float local_28 [6];
  
  piVar1 = *(int **)(this + 0x238);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0xb8))(local_28,piVar1);
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    VectorTransform(local_28,(matrix3x4_t *)(this + 0x28c),(float *)param_1);
    return;
  }
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  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)