L L4D2node

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 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)