L L4D2node

CRopeDelegate::ApplyConstraints

0x00592330 · 84 bytes · __thiscall

_ZN13CRopeDelegate16ApplyConstraintsEPN14CSimplePhysics5CNodeEi

Decompiled

undefined (3 params)

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

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

{
  CNode *pCVar1;
  
  if (1 < param_2) {
    *(undefined4 *)param_1 = *(undefined4 *)(this + 4);
    *(undefined4 *)(param_1 + 4) = *(undefined4 *)(this + 8);
    *(undefined4 *)(param_1 + 8) = *(undefined4 *)(this + 0xc);
    pCVar1 = param_1 + param_2 * 0x24 + -0x24;
    *(undefined4 *)pCVar1 = *(undefined4 *)(this + 0x10);
    *(undefined4 *)(pCVar1 + 4) = *(undefined4 *)(this + 0x14);
    *(undefined4 *)(pCVar1 + 8) = *(undefined4 *)(this + 0x18);
  }
  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)