L L4D2node

CPhysConstraint::InputTurnOn

0x00777120 · 143 bytes · __cdecl

_ZN15CPhysConstraint11InputTurnOnER11inputdata_t

Decompiled

undefined (1 param)

/* CPhysConstraint::InputTurnOn(inputdata_t&) */

void CPhysConstraint::InputTurnOn(inputdata_t *param_1)

{
  int iVar1;
  int *piVar2;
  
  if (((byte)param_1[0x148] & 0x10) != 0) {
    ActivateConstraint((CPhysConstraint *)param_1);
  }
  piVar2 = *(int **)(param_1 + 0x440);
  if (piVar2 != (int *)0x0) {
    iVar1 = (**(code **)(*piVar2 + 0x18))(piVar2);
    if (iVar1 != 0) {
      iVar1 = (**(code **)(**(int **)(param_1 + 0x440) + 0x1c))(*(int **)(param_1 + 0x440));
      if (iVar1 != 0) {
        (**(code **)(**(int **)(param_1 + 0x440) + 8))(*(int **)(param_1 + 0x440));
        piVar2 = (int *)(**(code **)(**(int **)(param_1 + 0x440) + 0x18))
                                  (*(int **)(param_1 + 0x440));
        (**(code **)(*piVar2 + 100))(piVar2);
        piVar2 = (int *)(**(code **)(**(int **)(param_1 + 0x440) + 0x1c))
                                  (*(int **)(param_1 + 0x440));
                    /* WARNING: Could not recover jumptable at 0x0077719a. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        (**(code **)(*piVar2 + 100))();
        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)