L L4D2node

CPhysics2Prop::VPhysicsUpdate

0x00803050 · 104 bytes · __cdecl

_ZN13CPhysics2Prop14VPhysicsUpdateEP14IPhysicsObject

Decompiled

undefined (1 param)

/* CPhysics2Prop::VPhysicsUpdate(IPhysicsObject*) */

void CPhysics2Prop::VPhysicsUpdate(IPhysicsObject *param_1)

{
  QAngle local_38 [12];
  Quaternion local_2c [28];
  
  (**(code **)(**(int **)(param_1 + 0x13f4) + 0x10))(local_2c,*(int **)(param_1 + 0x13f4));
  CBaseEntity::SetAbsOrigin((CBaseEntity *)param_1,(Vector *)local_2c);
  (**(code **)(**(int **)(param_1 + 0x13f4) + 0x18))(local_2c,*(int **)(param_1 + 0x13f4));
  QuaternionAngles(local_2c,local_38);
  CBaseEntity::SetAbsAngles((CBaseEntity *)param_1,local_38);
  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)