CPhysMagnet::ConstraintBroken
0x0079c170 · 320 bytes · __thiscall
_ZN11CPhysMagnet16ConstraintBrokenEP18IPhysicsConstraint
Decompiled
undefined (2 params)
/* CPhysMagnet::ConstraintBroken(IPhysicsConstraint*) */
void __thiscall CPhysMagnet::ConstraintBroken(CPhysMagnet *this,IPhysicsConstraint *param_1)
{
uint uVar1;
int *piVar2;
int iVar3;
undefined *puVar4;
int iVar5;
longdouble lVar6;
int local_20;
local_20 = *(int *)(this + 0x1444);
if (0 < local_20) {
iVar5 = 0;
do {
uVar1 = *(uint *)(*(int *)(this + 0x1438) + 4 + iVar5 * 8);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
((*(int *)(puVar4 + 4) != 0 &&
(*(IPhysicsConstraint **)(*(int *)(this + 0x1438) + iVar5 * 8) == param_1)))) {
piVar2 = *(int **)(*(int *)(puVar4 + 4) + 0x238);
if (piVar2 != (int *)0x0) {
lVar6 = (longdouble)(**(code **)(*piVar2 + 0x78))(piVar2);
*(float *)(this + 0x1454) = *(float *)(this + 0x1454) - (float)lVar6;
local_20 = *(int *)(this + 0x1444);
}
iVar3 = (local_20 - iVar5) + -1;
if (0 < iVar3) {
_V_memmove((void *)(*(int *)(this + 0x1438) + iVar5 * 8),
(void *)(*(int *)(this + 0x1438) + 8 + iVar5 * 8),iVar3 * 8);
local_20 = *(int *)(this + 0x1444);
}
*(int *)(this + 0x1444) = local_20 + -1;
break;
}
iVar5 = iVar5 + 1;
} while (iVar5 != local_20);
}
COutputEvent::FireOutput
((COutputEvent *)(this + 0x1410),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
/* WARNING: Could not recover jumptable at 0x0079c2b2. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*physenv + 0x5c))();
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.