CBaseRopePhysics::ResetSpringLength
0x005934e0 · 83 bytes · __thiscall
_ZN16CBaseRopePhysics17ResetSpringLengthEf
Decompiled
undefined (2 params)
/* CBaseRopePhysics::ResetSpringLength(float) */
void __thiscall CBaseRopePhysics::ResetSpringLength(CBaseRopePhysics *this,float param_1)
{
int iVar1;
int iVar2;
float fVar3;
if (param_1 <= 0.0) {
param_1 = 0.0;
}
*(float *)(this + 0x14) = param_1;
fVar3 = param_1 * param_1;
iVar2 = *(int *)(this + 0xc) + -1;
iVar1 = 0;
*(float *)(this + 0x18) = fVar3;
if (0 < iVar2) {
while( true ) {
*(float *)(*(int *)(this + 0x1c) + iVar1 * 4) = fVar3 / (float)iVar2;
iVar1 = iVar1 + 1;
iVar2 = *(int *)(this + 0xc) + -1;
if (iVar2 <= iVar1) break;
fVar3 = *(float *)(this + 0x18);
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.