L L4D2node

CPhysConstraintSystem::Spawn

0x007724c0 · 65 bytes · __thiscall

_ZN21CPhysConstraintSystem5SpawnEv

Decompiled

undefined (1 param)

/* CPhysConstraintSystem::Spawn() */

void __thiscall CPhysConstraintSystem::Spawn(CPhysConstraintSystem *this)

{
  undefined4 uVar1;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  local_14 = 0xf;
  local_10 = 0x40400000;
  local_18 = *(undefined4 *)(this + 0x444);
  uVar1 = (**(code **)(*physenv + 0x60))(physenv,&local_18);
  *(undefined4 *)(this + 0x440) = uVar1;
  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)