CPhysHinge::InputSetHingeFriction
0x00775870 · 125 bytes · __thiscall
_ZN10CPhysHinge21InputSetHingeFrictionER11inputdata_t
Decompiled
undefined (2 params)
/* CPhysHinge::InputSetHingeFriction(inputdata_t&) */
void __thiscall CPhysHinge::InputSetHingeFriction(CPhysHinge *this,inputdata_t *param_1)
{
double dVar1;
float fVar2;
fVar2 = *(float *)(param_1 + 8);
if (*(int *)(param_1 + 0x18) == 1) {
dVar1 = (double)fVar2;
}
else {
dVar1 = 0.0;
fVar2 = 0.0;
}
*(float *)(this + 0x4c0) = fVar2;
Msg("Setting hinge friction to %f\n",dVar1);
*(undefined4 *)(this + 0x498) = 0;
*(undefined4 *)(this + 0x49c) = 0;
*(undefined4 *)(this + 0x4a0) = 0;
*(float *)(this + 0x4a4) = *(float *)(this + 0x4c0) * 1000.0;
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.