L L4D2node

CPhysConstraintEvents::ConstraintBroken

0x00775a30 · 159 bytes · __thiscall

_ZN21CPhysConstraintEvents16ConstraintBrokenEP18IPhysicsConstraint

Decompiled

undefined (2 params)

/* CPhysConstraintEvents::ConstraintBroken(IPhysicsConstraint*) */

void __thiscall
CPhysConstraintEvents::ConstraintBroken(CPhysConstraintEvents *this,IPhysicsConstraint *param_1)

{
  int *piVar1;
  undefined4 *puVar2;
  undefined4 local_20 [3];
  undefined4 local_14;
  undefined4 local_10;
  
  piVar1 = (int *)(**(code **)(*(int *)param_1 + 0x14))(param_1);
  if (piVar1 != (int *)0x0) {
    puVar2 = (undefined4 *)
             __dynamic_cast(piVar1,&CBaseEntity::typeinfo,&IPhysicsConstraintEvent::typeinfo,
                            0xfffffffe);
    if (puVar2 == (undefined4 *)0x0) {
      local_20[0] = 0;
      local_14 = 0xffffffff;
      local_10 = 0;
      (**(code **)(*piVar1 + 0xb4))(piVar1,"ConstraintBroken",0,0,local_20,0);
      return;
    }
    (**(code **)*puVar2)(puVar2,param_1);
  }
  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)