L L4D2node

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 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)