CPhysConstraint::CPhysConstraint
0x00774730 · 135 bytes · __thiscall
_ZN15CPhysConstraintC2Ev
Decompiled
undefined (1 param)
/* CPhysConstraint::CPhysConstraint() */
void __thiscall CPhysConstraint::CPhysConstraint(CPhysConstraint *this)
{
CBaseEntity::CBaseEntity((CBaseEntity *)this,true);
*(undefined ***)this = &PTR__CPhysConstraint_00caeaa8;
*(undefined4 *)(this + 0x464) = 0;
*(undefined4 *)(this + 0x470) = 0xffffffff;
*(undefined4 *)(this + 0x474) = 0;
*(undefined4 *)(this + 0x440) = 0;
*(undefined4 *)(this + 0x444) = 0;
*(undefined4 *)(this + 0x448) = 0;
*(undefined4 *)(this + 0x454) = 0;
*(undefined4 *)(this + 0x458) = 0;
*(undefined4 *)(this + 0x45c) = 0xffffffff;
*(undefined4 *)(this + 0x460) = 0;
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.