CPhysBallSocket::CreateConstraint
0x007758f0 · 313 bytes · __thiscall
_ZN15CPhysBallSocket16CreateConstraintEP23IPhysicsConstraintGroupRK20hl_constraint_info_t
Decompiled
undefined (3 params)
/* CPhysBallSocket::CreateConstraint(IPhysicsConstraintGroup*, hl_constraint_info_t const&) */
void __thiscall
CPhysBallSocket::CreateConstraint
(CPhysBallSocket *this,IPhysicsConstraintGroup *param_1,hl_constraint_info_t *param_2)
{
code *pcVar1;
int *piVar2;
undefined4 *puVar3;
undefined4 *puVar4;
hl_constraint_info_t *phVar5;
undefined4 local_4c;
undefined4 local_48;
undefined4 local_44;
undefined4 local_40;
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
float local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
byte local_20;
local_30 = 0.0;
local_2c = 0;
local_34 = 0x3f800000;
local_28 = 0x3f800000;
local_24 = 0x3f800000;
local_20 = 1;
local_4c = 0;
local_48 = 0;
local_44 = 0;
local_40 = 0;
local_3c = 0;
local_38 = 0;
puVar3 = &local_4c;
phVar5 = param_2;
do {
piVar2 = *(int **)(phVar5 + 0x18);
pcVar1 = *(code **)(*piVar2 + 0xe8);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
piVar2 = *(int **)(phVar5 + 0x18);
}
puVar4 = puVar3 + 3;
phVar5 = phVar5 + 4;
(*pcVar1)(piVar2,puVar3,this + 0x2e0);
puVar3 = puVar4;
} while (puVar4 != &local_34);
local_34 = 0x3f800000;
local_2c = 0;
local_30 = *(float *)(this + 0x454) * 0.45454544;
local_28 = *(undefined4 *)(param_2 + 0x24);
local_20 = ((byte)(*(uint *)(this + 0x148) >> 2) ^ 1) & 1;
local_24 = *(undefined4 *)(param_2 + 0x28);
(**(code **)(*physenv + 0x50))
(physenv,*(undefined4 *)(param_2 + 0x18),*(undefined4 *)(param_2 + 0x1c),param_1,
&local_4c);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.