L L4D2node

DebugConstraint

0x00774860 · 72 bytes · __cdecl

_Z15DebugConstraintP11CBaseEntity

Decompiled

undefined (1 param)

/* DebugConstraint(CBaseEntity*) */

void DebugConstraint(CBaseEntity *param_1)

{
  int iVar1;
  
  if (param_1 != (CBaseEntity *)0x0) {
    iVar1 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&CPhysConstraint::typeinfo,0);
    if ((iVar1 != 0) && (*(int **)(iVar1 + 0x440) != (int *)0x0)) {
                    /* WARNING: Could not recover jumptable at 0x007748a4. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(**(int **)(iVar1 + 0x440) + 0x34))();
      return;
    }
  }
  return;
}

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)