CBaseVPhysicsTrigger::CreateVPhysics
0x00b13eb0 · 78 bytes · __thiscall
_ZN20CBaseVPhysicsTrigger14CreateVPhysicsEv
Decompiled
undefined (1 param)
/* CBaseVPhysicsTrigger::CreateVPhysics() */
undefined4 __thiscall CBaseVPhysicsTrigger::CreateVPhysics(CBaseVPhysicsTrigger *this)
{
int *piVar1;
if (((byte)this[0x149] & 0x10) == 0) {
piVar1 = (int *)CBaseEntity::VPhysicsInitStatic((CBaseEntity *)this);
}
else {
piVar1 = (int *)CBaseEntity::VPhysicsInitShadow((CBaseEntity *)this,false,false,(solid_t *)0x0);
}
(**(code **)(*piVar1 + 0x134))(piVar1);
return 1;
}
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.