L L4D2node

CHangRope::ApplyConstraints

0x004a5ab0 · 288 bytes · __thiscall

_ZN9CHangRope16ApplyConstraintsEPN14CSimplePhysics5CNodeEi

Decompiled

undefined (3 params)

/* CHangRope::ApplyConstraints(CSimplePhysics::CNode*, int) */

void __thiscall CHangRope::ApplyConstraints(CHangRope *this,CNode *param_1,int param_2)

{
  CNode *pCVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  float fVar5;
  float fVar6;
  
  CBaseRopePhysics::ApplyConstraints((CBaseRopePhysics *)this,param_1,param_2);
  pCVar1 = param_1 + param_2 * 0x24 + -0x24;
  fVar6 = 0.0;
  *(undefined4 *)param_1 = *(undefined4 *)(this + 0x6028);
  *(undefined4 *)(param_1 + 4) = *(undefined4 *)(this + 0x602c);
  *(undefined4 *)(param_1 + 8) = *(undefined4 *)(this + 0x6030);
  *(undefined4 *)pCVar1 = *(undefined4 *)(this + 0x6034);
  *(undefined4 *)(pCVar1 + 4) = *(undefined4 *)(this + 0x6038);
  *(undefined4 *)(pCVar1 + 8) = *(undefined4 *)(this + 0x603c);
  iVar2 = *(int *)(this + 0xc);
  if (0 < iVar2) {
    fVar6 = 0.0;
    iVar3 = *(int *)(this + 8);
    do {
      iVar4 = iVar3 + 0x24;
      fVar5 = ABS(*(float *)(this + 0x6050) - *(float *)(iVar3 + 8));
      if (fVar6 <= fVar5) {
        fVar6 = fVar5;
      }
      iVar3 = iVar4;
    } while (iVar4 != *(int *)(this + 8) + iVar2 * 0x24);
  }
  if (fVar6 < *(float *)(this + 0x604c)) {
    fVar6 = *(float *)(this + 0x6048) + 1.0;
    *(float *)(this + 0x6048) = fVar6;
  }
  else {
    fVar6 = *(float *)(this + 0x6048) - 1.0;
    *(float *)(this + 0x6048) = fVar6;
  }
  CBaseRopePhysics::ResetSpringLength
            ((CBaseRopePhysics *)this,
             (fVar6 + *(float *)(this + 0x6044) + -100.0) / (float)(iVar2 + -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)