L L4D2node

CTriggerWind::CreateVPhysics

0x00b13f10 · 58 bytes · __thiscall

_ZN12CTriggerWind14CreateVPhysicsEv

Decompiled

undefined (1 param)

/* CTriggerWind::CreateVPhysics() */

undefined4 __thiscall CTriggerWind::CreateVPhysics(CTriggerWind *this)

{
  undefined4 uVar1;
  
  CBaseVPhysicsTrigger::CreateVPhysics((CBaseVPhysicsTrigger *)this);
  uVar1 = (**(code **)(*physenv + 0x78))(physenv,this + 0x47c);
  *(undefined4 *)(this + 0x478) = uVar1;
  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)