L L4D2node

CPhysHinge::Deactivate

0x00776b50 · 252 bytes · __thiscall

_ZN10CPhysHinge10DeactivateEv

Decompiled

undefined (1 param)

/* CPhysHinge::Deactivate() */

void __thiscall CPhysHinge::Deactivate(CPhysHinge *this)

{
  int iVar1;
  int *piVar2;
  uint uVar3;
  IPhysicsObject *pIVar4;
  IPhysicsObject *pIVar5;
  
  piVar2 = *(int **)(this + 0x440);
  if (((byte)this[0x148] & 8) != 0) {
    if (piVar2 == (int *)0x0) {
      return;
    }
    iVar1 = (**(code **)(*piVar2 + 0x1c))(piVar2);
    piVar2 = *(int **)(this + 0x440);
    if (iVar1 != 0) {
      piVar2 = (int *)(**(code **)(*piVar2 + 0x1c))(piVar2);
      (**(code **)(*piVar2 + 0x140))(piVar2);
      piVar2 = *(int **)(this + 0x440);
    }
  }
  if (piVar2 != (int *)0x0) {
    (**(code **)(*piVar2 + 0xc))(piVar2);
    piVar2 = (int *)(**(code **)(**(int **)(this + 0x440) + 0x18))(*(int **)(this + 0x440));
    if (piVar2 != (int *)0x0) {
      uVar3 = (**(code **)(*piVar2 + 0x50))(piVar2);
      (**(code **)(*piVar2 + 0x4c))(piVar2,uVar3 & 0xfffd);
    }
    piVar2 = (int *)(**(code **)(**(int **)(this + 0x440) + 0x1c))(*(int **)(this + 0x440));
    if (piVar2 != (int *)0x0) {
      uVar3 = (**(code **)(*piVar2 + 0x50))(piVar2);
      (**(code **)(*piVar2 + 0x4c))(piVar2,uVar3 & 0xfffd);
    }
    if (((byte)this[0x148] & 1) != 0) {
      pIVar4 = (IPhysicsObject *)
               (**(code **)(**(int **)(this + 0x440) + 0x18))(*(int **)(this + 0x440));
      pIVar5 = (IPhysicsObject *)
               (**(code **)(**(int **)(this + 0x440) + 0x1c))(*(int **)(this + 0x440));
      if ((pIVar5 != (IPhysicsObject *)0x0) && (pIVar4 != (IPhysicsObject *)0x0)) {
        PhysEnableEntityCollisions(pIVar4,pIVar5);
        return;
      }
    }
  }
  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)