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 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.