CPhysHinge::IsWorldHinge
0x007751c0 · 196 bytes · __thiscall
_ZN10CPhysHinge12IsWorldHingeERK20hl_constraint_info_tPi
Decompiled
undefined (3 params)
/* CPhysHinge::IsWorldHinge(hl_constraint_info_t const&, int*) */
undefined4 __thiscall
CPhysHinge::IsWorldHinge(CPhysHinge *this,hl_constraint_info_t *param_1,int *param_2)
{
float fVar1;
bool bVar2;
int iVar3;
int iVar4;
Vector local_18 [16];
if ((((byte)this[0x148] & 8) == 0) || (*(int *)(param_1 + 0x18) != g_PhysWorldObject)) {
return 0;
}
(**(code **)(**(int **)(param_1 + 0x1c) + 0xf0))(*(int **)(param_1 + 0x1c),local_18,this + 0x48c);
UTIL_SnapDirectionToAxis(local_18,0.002);
bVar2 = false;
iVar4 = -1;
iVar3 = 0;
do {
fVar1 = *(float *)(local_18 + iVar3 * 4);
if (fVar1 != 0.0) {
if ((ABS(fVar1) == 1.0) && (iVar4 == -1)) {
bVar2 = true;
iVar4 = iVar3;
}
else {
bVar2 = false;
}
}
iVar3 = iVar3 + 1;
} while (iVar3 != 3);
if ((bVar2) && (iVar4 != -1)) {
*param_2 = iVar4;
return 1;
}
return 0;
}
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.