L L4D2node

CPhysicsSpring::CPhysicsSpring

0x0079e3a0 · 105 bytes · __thiscall

_ZN14CPhysicsSpringC1Ev

Decompiled

undefined (1 param)

/* CPhysicsSpring::CPhysicsSpring() */

void __thiscall CPhysicsSpring::CPhysicsSpring(CPhysicsSpring *this)

{
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CPhysicsSpring_00cb4648;
  *(undefined4 *)(this + 0x440) = 0;
  *(undefined4 *)(this + 0x448) = 0x43160000;
  *(undefined4 *)(this + 0x44c) = 0;
  *(undefined4 *)(this + 0x450) = 0x40000000;
  *(undefined4 *)(this + 0x454) = 0x3c23d70a;
  this[0x444] = (CPhysicsSpring)0x0;
  *(undefined4 *)(this + 0x478) = 0xffffffff;
  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)