L L4D2node

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 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)