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 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.