L L4D2node

CPhysicsProp::GetMass

0x007f1bb0 · 31 bytes · __thiscall

_ZNK12CPhysicsProp7GetMassEv

Decompiled

undefined (1 param)

/* CPhysicsProp::GetMass() const */

longdouble __thiscall CPhysicsProp::GetMass(CPhysicsProp *this)

{
  longdouble lVar1;
  
  if (*(int **)(this + 0x238) != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x007f1bc9. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    lVar1 = (longdouble)(**(code **)(**(int **)(this + 0x238) + 0x78))();
    return lVar1;
  }
  return (longdouble)1;
}

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)