L L4D2node

CTriggerVPhysicsMotion::UpdateOnRemove

0x00b134c0 · 61 bytes · __thiscall

_ZN22CTriggerVPhysicsMotion14UpdateOnRemoveEv

Decompiled

undefined (1 param)

/* CTriggerVPhysicsMotion::UpdateOnRemove() */

void __thiscall CTriggerVPhysicsMotion::UpdateOnRemove(CTriggerVPhysicsMotion *this)

{
  if (*(int *)(this + 0x450) != 0) {
    (**(code **)(*physenv + 0x7c))(physenv,*(int *)(this + 0x450));
    *(undefined4 *)(this + 0x450) = 0;
  }
  CBaseVPhysicsTrigger::UpdateOnRemove((CBaseVPhysicsTrigger *)this);
  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)