L L4D2node

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 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)