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 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.