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 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.