CPhysicsSpring::NotifySystemEvent
0x0079c720 · 126 bytes · __thiscall
_ZN14CPhysicsSpring17NotifySystemEventEP11CBaseEntity21notify_system_event_tRK28notify_system_event_params_t
Decompiled
undefined (4 params)
/* CPhysicsSpring::NotifySystemEvent(CBaseEntity*, notify_system_event_t,
notify_system_event_params_t const&) */
void __thiscall
CPhysicsSpring::NotifySystemEvent
(CPhysicsSpring *this,CBaseEntity *param_1,int param_3,undefined4 *param_4)
{
Vector VVar1;
Vector *pVVar2;
IPhysicsObject *pIVar3;
IPhysicsObject *pIVar4;
if ((param_3 == 0) && (*(int *)(gpGlobals + 0x18) != *(int *)(this + 0x478))) {
*(int *)(this + 0x478) = *(int *)(gpGlobals + 0x18);
pVVar2 = (Vector *)*param_4;
VVar1 = pVVar2[0x18];
pIVar3 = (IPhysicsObject *)
(**(code **)(**(int **)(this + 0x440) + 0x1c))(*(int **)(this + 0x440));
pIVar4 = (IPhysicsObject *)
(**(code **)(**(int **)(this + 0x440) + 0x18))(*(int **)(this + 0x440));
PhysTeleportConstrainedEntity(param_1,pIVar4,pIVar3,pVVar2,(QAngle *)(pVVar2 + 0xc),(bool)VVar1)
;
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.