L L4D2node

CBaseRopePhysics::CBaseRopePhysics

0x005933f0 · 206 bytes · __thiscall

_ZN16CBaseRopePhysicsC2EPN14CSimplePhysics5CNodeEiP11CRopeSpringPf

Decompiled

undefined (5 params)

/* CBaseRopePhysics::CBaseRopePhysics(CSimplePhysics::CNode*, int, CRopeSpring*, float*) */

void __thiscall
CBaseRopePhysics::CBaseRopePhysics
          (CBaseRopePhysics *this,CNode *param_1,int param_2,CRopeSpring *param_3,float *param_4)

{
  CNode *pCVar1;
  CNode *pCVar2;
  CNode *pCVar3;
  CNode *pCVar4;
  
  *(undefined ***)this = &PTR_GetNodeForces_00c56308;
  CSimplePhysics::CSimplePhysics((CSimplePhysics *)(this + 0x20));
  *(undefined4 *)(this + 0x18) = 0x3f800000;
  *(undefined4 *)(this + 0x14) = 0x3f800000;
  *(CRopeSpring **)(this + 0x10) = param_3;
  *(CNode **)(this + 8) = param_1;
  *(float **)(this + 0x1c) = param_4;
  CSimplePhysics::Init((CSimplePhysics *)(this + 0x20),0.02);
  if (0 < param_2) {
    pCVar1 = param_1;
    pCVar3 = param_1 + 0xc;
    pCVar4 = param_1 + 0x18;
    do {
      *(undefined4 *)pCVar1 = 0;
      pCVar2 = pCVar1 + 0x24;
      *(undefined4 *)(pCVar1 + 4) = 0;
      *(undefined4 *)(pCVar1 + 8) = 0;
      *(undefined4 *)pCVar3 = 0;
      *(undefined4 *)(pCVar3 + 4) = 0;
      *(undefined4 *)(pCVar3 + 8) = 0;
      *(undefined4 *)pCVar4 = 0;
      *(undefined4 *)(pCVar4 + 4) = 0;
      *(undefined4 *)(pCVar4 + 8) = 0;
      pCVar1 = pCVar2;
      pCVar3 = pCVar3 + 0x24;
      pCVar4 = pCVar4 + 0x24;
    } while (pCVar2 != param_1 + param_2 * 0x24);
  }
  SetNumNodes(this,param_2);
  *(undefined4 *)(this + 4) = 0;
  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)