L L4D2node

GetConstraintAttachments

0x007747c0 · 151 bytes · __cdecl

_Z24GetConstraintAttachmentsP11CBaseEntityPS0_PP14IPhysicsObject

Decompiled

undefined (3 params)

/* GetConstraintAttachments(CBaseEntity*, CBaseEntity**, IPhysicsObject**) */

undefined4
GetConstraintAttachments(CBaseEntity *param_1,CBaseEntity **param_2,IPhysicsObject **param_3)

{
  int *piVar1;
  int iVar2;
  undefined4 uVar3;
  IPhysicsObject *pIVar4;
  CBaseEntity *pCVar5;
  
  if (param_1 != (CBaseEntity *)0x0) {
    iVar2 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&CPhysConstraint::typeinfo,0);
    if (iVar2 != 0) {
      piVar1 = *(int **)(iVar2 + 0x440);
      uVar3 = 0;
      if (piVar1 != (int *)0x0) {
        pIVar4 = (IPhysicsObject *)(**(code **)(*piVar1 + 0x18))(piVar1);
        *param_3 = pIVar4;
        pCVar5 = (CBaseEntity *)0x0;
        if (pIVar4 != (IPhysicsObject *)0x0) {
          pCVar5 = (CBaseEntity *)(**(code **)(*(int *)pIVar4 + 0x48))(pIVar4);
        }
        *param_2 = pCVar5;
        pIVar4 = (IPhysicsObject *)(**(code **)(*piVar1 + 0x1c))(piVar1);
        param_3[1] = pIVar4;
        pCVar5 = (CBaseEntity *)0x0;
        if (pIVar4 != (IPhysicsObject *)0x0) {
          pCVar5 = (CBaseEntity *)(**(code **)(*(int *)pIVar4 + 0x48))(pIVar4);
        }
        param_2[1] = pCVar5;
        uVar3 = 1;
      }
      return uVar3;
    }
  }
  return 0;
}

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)