L L4D2node

CPhysConstraint::Activate

0x007750a0 · 58 bytes · __thiscall

_ZN15CPhysConstraint8ActivateEv

Decompiled

undefined (1 param)

/* CPhysConstraint::Activate() */

void __thiscall CPhysConstraint::Activate(CPhysConstraint *this)

{
  char cVar1;
  
  CBaseEntity::Activate((CBaseEntity *)this);
  if (((byte)this[0x148] & 0x10) == 0) {
    cVar1 = ActivateConstraint(this);
    if (cVar1 == '\0') {
      UTIL_Remove((CBaseEntity *)this);
      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)