CTriggerVPhysicsMotion::Simulate
0x00b1cce0 · 13 bytes · __thiscall
_ZThn1100_N22CTriggerVPhysicsMotion8SimulateEP24IPhysicsMotionControllerP14IPhysicsObjectfR6VectorS5_
Decompiled
undefined (6 params)
/* non-virtual thunk to CTriggerVPhysicsMotion::Simulate(IPhysicsMotionController*, IPhysicsObject*,
float, Vector&, Vector&) */
void __thiscall
CTriggerVPhysicsMotion::Simulate
(CTriggerVPhysicsMotion *this,IPhysicsMotionController *param_1,IPhysicsObject *param_2,
float param_3,Vector *param_4,Vector *param_5)
{
Simulate(this + -0x44c,param_1,param_2,param_3,param_4,param_5);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.