L L4D2node

GetSpringAttachments

0x0079e2d0 · 182 bytes · __cdecl

_Z20GetSpringAttachmentsP11CBaseEntityPS0_PP14IPhysicsObject

Decompiled

undefined (3 params)

/* GetSpringAttachments(CBaseEntity*, CBaseEntity**, IPhysicsObject**) */

undefined4 GetSpringAttachments(CBaseEntity *param_1,CBaseEntity **param_2,IPhysicsObject **param_3)

{
  int *piVar1;
  int iVar2;
  IPhysicsObject *pIVar3;
  CBaseEntity *pCVar4;
  
  if (param_1 == (CBaseEntity *)0x0) {
    return 0;
  }
  iVar2 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&CPhysicsSpring::typeinfo,0);
  if (iVar2 != 0) {
    piVar1 = *(int **)(iVar2 + 0x440);
    if ((piVar1 == (int *)0x0) ||
       (pIVar3 = (IPhysicsObject *)(**(code **)(*piVar1 + 0x18))(piVar1),
       pIVar3 == (IPhysicsObject *)0x0)) {
      pIVar3 = (IPhysicsObject *)0x0;
      pCVar4 = (CBaseEntity *)0x0;
    }
    else {
      pCVar4 = (CBaseEntity *)(**(code **)(*(int *)pIVar3 + 0x48))(pIVar3);
    }
    *param_2 = pCVar4;
    *param_3 = pIVar3;
    piVar1 = *(int **)(iVar2 + 0x440);
    if ((piVar1 == (int *)0x0) ||
       (pIVar3 = (IPhysicsObject *)(**(code **)(*piVar1 + 0x1c))(piVar1),
       pIVar3 == (IPhysicsObject *)0x0)) {
      pIVar3 = (IPhysicsObject *)0x0;
      pCVar4 = (CBaseEntity *)0x0;
    }
    else {
      pCVar4 = (CBaseEntity *)(**(code **)(*(int *)pIVar3 + 0x48))(pIVar3);
    }
    param_2[1] = pCVar4;
    param_3[1] = pIVar3;
    return 1;
  }
  return 0;
}

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)