L L4D2node

GetConstraintGroup

0x00774e40 · 127 bytes · __cdecl

_Z18GetConstraintGroup8string_t

Decompiled

undefined (1 param)

/* GetConstraintGroup(string_t) */

undefined4 GetConstraintGroup(char *param_1)

{
  char *pcVar1;
  int iVar2;
  
  pcVar1 = "";
  if (param_1 != (char *)0x0) {
    pcVar1 = param_1;
  }
  iVar2 = CGlobalEntityList::FindEntityByName
                    ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar1,(CBaseEntity *)0x0,
                     (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
  if (iVar2 != 0) {
    iVar2 = __dynamic_cast(iVar2,&CBaseEntity::typeinfo,&CPhysConstraintSystem::typeinfo,0);
    if (iVar2 != 0) {
      return *(undefined4 *)(iVar2 + 0x440);
    }
  }
  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)