CPhysicsSpring::Spawn
0x0079ca90 · 202 bytes · __thiscall
_ZN14CPhysicsSpring5SpawnEv
Decompiled
undefined (1 param)
/* CPhysicsSpring::Spawn() */
void __thiscall CPhysicsSpring::Spawn(CPhysicsSpring *this)
{
float fVar1;
float fVar2;
float fVar3;
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
*(float *)(this + 0x460) = *(float *)(this + 0x2e0);
*(float *)(this + 0x464) = *(float *)(this + 0x2e4);
*(float *)(this + 0x468) = *(float *)(this + 0x2e8);
if (*(float *)(this + 0x44c) <= 0.0) {
fVar3 = *(float *)(this + 0x46c) - *(float *)(this + 0x2e0);
fVar1 = *(float *)(this + 0x470) - *(float *)(this + 0x2e4);
fVar2 = *(float *)(this + 0x474) - *(float *)(this + 0x2e8);
*(float *)(this + 0x44c) = SQRT(fVar1 * fVar1 + fVar3 * fVar3 + fVar2 * fVar2);
}
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.