CPhysConstraint::~CPhysConstraint
0x00773ea0 · 307 bytes · __thiscall
_ZN15CPhysConstraintD1Ev
Decompiled
undefined (1 param)
/* CPhysConstraint::~CPhysConstraint() */
void __thiscall CPhysConstraint::~CPhysConstraint(CPhysConstraint *this)
{
int *piVar1;
uint uVar2;
int iVar3;
IPhysicsObject *pIVar4;
IPhysicsObject *pIVar5;
piVar1 = *(int **)(this + 0x440);
*(undefined ***)this = &PTR__CPhysConstraint_00caeaa8;
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0xc))(piVar1);
piVar1 = (int *)(**(code **)(**(int **)(this + 0x440) + 0x18))(*(int **)(this + 0x440));
if (piVar1 != (int *)0x0) {
uVar2 = (**(code **)(*piVar1 + 0x50))(piVar1);
(**(code **)(*piVar1 + 0x4c))(piVar1,uVar2 & 0xfffd);
}
piVar1 = (int *)(**(code **)(**(int **)(this + 0x440) + 0x1c))(*(int **)(this + 0x440));
if (piVar1 != (int *)0x0) {
uVar2 = (**(code **)(*piVar1 + 0x50))(piVar1);
(**(code **)(*piVar1 + 0x4c))(piVar1,uVar2 & 0xfffd);
}
if (((byte)this[0x148] & 1) != 0) {
pIVar4 = (IPhysicsObject *)
(**(code **)(**(int **)(this + 0x440) + 0x18))(*(int **)(this + 0x440));
pIVar5 = (IPhysicsObject *)
(**(code **)(**(int **)(this + 0x440) + 0x1c))(*(int **)(this + 0x440));
if ((pIVar5 != (IPhysicsObject *)0x0) && (pIVar4 != (IPhysicsObject *)0x0)) {
PhysEnableEntityCollisions(pIVar4,pIVar5);
}
}
piVar1 = *(int **)(this + 0x440);
if (piVar1 != (int *)0x0) {
iVar3 = (**(code **)(*piVar1 + 0x38))(piVar1);
if (iVar3 == 0) {
if (physenv != (int *)0x0) {
(**(code **)(*physenv + 0x5c))(physenv,*(undefined4 *)(this + 0x440));
}
}
else if (g_pPhys2World != (int *)0x0) {
(**(code **)(*g_pPhys2World + 0x24))(g_pPhys2World,iVar3);
}
}
}
CBaseEntityOutput::~CBaseEntityOutput((CBaseEntityOutput *)(this + 0x464));
*(undefined ***)this = &PTR__CServerOnlyEntity_00c5ff48;
CBaseEntity::~CBaseEntity((CBaseEntity *)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.