L L4D2node

CPhysics2ActorArraySingleActor::GetPhysics2Actor

0x007fd4b0 · 22 bytes · __thiscall

_ZNK30CPhysics2ActorArraySingleActor16GetPhysics2ActorEj

Decompiled

undefined (2 params)

/* CPhysics2ActorArraySingleActor::GetPhysics2Actor(unsigned int) const */

undefined4 __thiscall
CPhysics2ActorArraySingleActor::GetPhysics2Actor(CPhysics2ActorArraySingleActor *this,uint param_1)

{
  if (param_1 == 0) {
    return *(undefined4 *)(this + 4);
  }
  return 0;
}

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)