L L4D2node

CPropVehicle::VPhysicsUpdate

0x00b32db0 · 213 bytes · __thiscall

_ZN12CPropVehicle14VPhysicsUpdateEP14IPhysicsObject

Decompiled

undefined (2 params)

/* CPropVehicle::VPhysicsUpdate(IPhysicsObject*) */

void __thiscall CPropVehicle::VPhysicsUpdate(CPropVehicle *this,IPhysicsObject *param_1)

{
  char cVar1;
  float local_18;
  float local_14;
  float local_10;
  
  if (((byte)this[0x14c] & 1) == 0) {
    (**(code **)(**(int **)(this + 0x238) + 0xd4))(*(int **)(this + 0x238),&local_18,0);
    *(float *)(this + 0x153c) = *(float *)(this + 0x153c) * 0.9 + local_14 * 0.1;
    *(float *)(this + 0x1540) = *(float *)(this + 0x1540) * 0.9 + local_10 * 0.1;
    *(float *)(this + 0x1538) = *(float *)(this + 0x1538) * 0.9 + local_18 * 0.1;
    cVar1 = CFourWheelVehiclePhysics::VPhysicsUpdate
                      ((CFourWheelVehiclePhysics *)(this + 0x13f8),param_1);
    if (cVar1 != '\0') {
      CBaseEntity::VPhysicsUpdate((CBaseEntity *)this,param_1);
    }
  }
  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)