L L4D2node

CPhysics2ActorArraySingleActor::GetBoundingRadius

0x007fd4f0 · 20 bytes · __thiscall

_ZNK30CPhysics2ActorArraySingleActor17GetBoundingRadiusEv

Decompiled

undefined (1 param)

/* CPhysics2ActorArraySingleActor::GetBoundingRadius() const */

void __thiscall
CPhysics2ActorArraySingleActor::GetBoundingRadius(CPhysics2ActorArraySingleActor *this)

{
                    /* WARNING: Could not recover jumptable at 0x007fd502. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(**(int **)(this + 4) + 0x70))();
  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)