L L4D2node

CPhysConstraint::OnConstraintSetup

0x00774c40 · 79 bytes · __thiscall

_ZN15CPhysConstraint17OnConstraintSetupER20hl_constraint_info_t

Decompiled

undefined (2 params)

/* CPhysConstraint::OnConstraintSetup(hl_constraint_info_t&) */

void __thiscall
CPhysConstraint::OnConstraintSetup(CPhysConstraint *this,hl_constraint_info_t *param_1)

{
  if ((*(int *)(param_1 + 0x18) != 0) && (*(int *)(param_1 + 0x1c) != 0)) {
    SetupTeleportationHandling(this,param_1);
  }
  if (((byte)this[0x148] & 1) == 0) {
    return;
  }
  PhysDisableEntityCollisions
            (*(IPhysicsObject **)(param_1 + 0x18),*(IPhysicsObject **)(param_1 + 0x1c));
  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)