CPhysHinge::Spawn
0x00773cf0 · 409 bytes · __thiscall
_ZN10CPhysHinge5SpawnEv
Decompiled
undefined (1 param)
/* CPhysHinge::Spawn() */
void __thiscall CPhysHinge::Spawn(CPhysHinge *this)
{
uint uVar1;
CBaseEdict *this_00;
int iVar2;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
int local_10;
*(float *)(this + 0x480) = *(float *)(this + 0x39c);
*(float *)(this + 0x484) = *(float *)(this + 0x3a0);
*(float *)(this + 0x488) = *(float *)(this + 0x3a4);
*(float *)(this + 0x48c) = *(float *)(this + 0x48c) - *(float *)(this + 0x39c);
*(float *)(this + 0x490) = *(float *)(this + 0x490) - *(float *)(this + 0x3a0);
*(float *)(this + 0x494) = *(float *)(this + 0x494) - *(float *)(this + 0x3a4);
VectorNormalize((Vector *)(this + 0x48c));
UTIL_SnapDirectionToAxis((Vector *)(this + 0x48c),0.002);
uVar1 = *(uint *)(this + 0x148);
*(undefined4 *)(this + 0x498) = 0;
*(undefined4 *)(this + 0x49c) = 0;
*(undefined4 *)(this + 0x4a0) = 0;
*(undefined4 *)(this + 0x4a4) = 0;
if ((uVar1 & 8) != 0) {
if (*(int *)(this + 0x444) == 0) {
iVar2 = *(int *)(this + 0x448);
}
else {
iVar2 = *(int *)(this + 0x444);
if (*(int *)(this + 0x448) != 0) {
if (uVar1 != (uVar1 & 0xfffffff7)) {
if (this[0x6c] == (CPhysHinge)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPhysHinge)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar1 & 0xfffffff7;
}
goto LAB_00773e01;
}
}
local_10 = iVar2;
local_2c = *(undefined4 *)(this + 0x480);
local_14 = 1;
local_28 = *(undefined4 *)(this + 0x484);
local_24 = *(undefined4 *)(this + 0x488);
local_20 = *(undefined4 *)(this + 0x48c);
local_1c = *(undefined4 *)(this + 0x490);
local_18 = *(undefined4 *)(this + 0x494);
PhysSetMassCenterOverride((masscenteroverride_t *)&local_2c);
}
LAB_00773e01:
(**(code **)(*(int *)this + 0x6c))(this);
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.