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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.