L L4D2node

CTempEntsSystem::PhysicsProp

0x00838e10 · 182 bytes · __thiscall

_ZN15CTempEntsSystem11PhysicsPropER16IRecipientFilterfiiRK6VectorRK6QAngleS4_iiiii

Decompiled

undefined (13 params)

/* CTempEntsSystem::PhysicsProp(IRecipientFilter&, float, int, int, Vector const&, QAngle const&,
   Vector const&, int, int, int, int, int) */

void __thiscall
CTempEntsSystem::PhysicsProp
          (CTempEntsSystem *this,IRecipientFilter *param_1,float param_2,int param_3,int param_4,
          Vector *param_5,QAngle *param_6,Vector *param_7,int param_8,int param_9,int param_10,
          int param_11,int param_12)

{
  char cVar1;
  
  cVar1 = (**(code **)(*(int *)this + 8))(this,param_1);
  if (cVar1 != '\0') {
    return;
  }
  TE_PhysicsProp(param_1,param_2,param_3,param_4,param_5,param_6,param_7,param_8,param_9,param_10,
                 param_11,param_12);
  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)