L L4D2node

CTerrorPlayer::InitVCollision

0x009d17a0 · 42 bytes · __thiscall

_ZN13CTerrorPlayer14InitVCollisionERK6VectorS2_

Decompiled

undefined (3 params)

/* CTerrorPlayer::InitVCollision(Vector const&, Vector const&) */

void __thiscall CTerrorPlayer::InitVCollision(CTerrorPlayer *this,Vector *param_1,Vector *param_2)

{
  if (*(int *)(sv_turbophysics_shadow._28_4_ + 0x30) == 0) {
                    /* WARNING: Could not recover jumptable at 0x009d17c1. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*(int *)this + 0x298))();
    return;
  }
  CCSPlayer::InitVCollision((CCSPlayer *)this,param_1,param_2);
  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)