CPhysicsSpring::InputSetSpringDamping
0x0079b900 · 67 bytes · __thiscall
_ZN14CPhysicsSpring21InputSetSpringDampingER11inputdata_t
Decompiled
undefined (2 params)
/* CPhysicsSpring::InputSetSpringDamping(inputdata_t&) */
void __thiscall CPhysicsSpring::InputSetSpringDamping(CPhysicsSpring *this,inputdata_t *param_1)
{
undefined4 uVar1;
uVar1 = *(undefined4 *)(param_1 + 8);
if (*(int *)(param_1 + 0x18) != 1) {
uVar1 = 0;
}
*(undefined4 *)(this + 0x450) = uVar1;
/* WARNING: Could not recover jumptable at 0x0079b941. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(**(int **)(this + 0x440) + 0x10))();
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.