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 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.