CTerrorPlayer::VPhysicsShadowUpdate
0x009d7cf0 · 53 bytes · __thiscall
_ZN13CTerrorPlayer20VPhysicsShadowUpdateEP14IPhysicsObject
Decompiled
undefined (2 params)
/* CTerrorPlayer::VPhysicsShadowUpdate(IPhysicsObject*) */
void __thiscall CTerrorPlayer::VPhysicsShadowUpdate(CTerrorPlayer *this,IPhysicsObject *param_1)
{
char cVar1;
cVar1 = (**(code **)(*(int *)this + 0x7e8))(this);
if (cVar1 != '\0') {
return;
}
CCSPlayer::VPhysicsShadowUpdate((CCSPlayer *)this,param_1);
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.