L L4D2node

CC_Prop_Physics_Create

0x007f7d90 · 389 bytes · __cdecl

_Z22CC_Prop_Physics_CreateRK8CCommand

Decompiled

undefined (1 param)

/* CC_Prop_Physics_Create(CCommand const&) */

void CC_Prop_Physics_Create(CCommand *param_1)

{
  CBasePlayer *this;
  undefined1 *puVar1;
  int in_GS_OFFSET;
  float local_250;
  float local_24c;
  float local_248;
  Vector local_244 [12];
  float local_238;
  float local_234;
  float local_230;
  float local_22c;
  float local_228;
  float local_224;
  char local_220 [512];
  int local_20;
  
  puVar1 = &stack0xfffffd84;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (*(int *)param_1 == 2) {
    V_snprintf(local_220,0x200,"models/%s");
    V_DefaultExtension(local_220,".mdl",0x200);
    this = (CBasePlayer *)UTIL_GetCommandClient();
    CBasePlayer::EyeVectors(this,(Vector *)&local_250,(Vector *)0x0,(Vector *)0x0);
    (**(code **)(*(int *)this + 0x234))();
    local_22c = local_250 * 56755.84 + local_238;
    local_224 = local_248 * 56755.84 + local_230;
    local_228 = local_24c * 56755.84 + local_234;
    (**(code **)(*(int *)this + 0x234))();
    puVar1 = &stack0xfffffd7c;
    CreatePhysicsProp(local_220,local_244,(Vector *)&local_22c,(IHandleEntity *)this,true,
                      "physics_prop");
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  *(undefined **)(puVar1 + -4) = &UNK_007f7f1d;
  __stack_chk_fail();
}

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)