L L4D2node

CPhysicsSpring::GetSpringObjectConnections

0x0079e4b0 · 164 bytes · __thiscall

_ZN14CPhysicsSpring26GetSpringObjectConnectionsE8string_tS0_PP14IPhysicsObjectS3_

Decompiled

undefined (5 params)

/* CPhysicsSpring::GetSpringObjectConnections(string_t, string_t, IPhysicsObject**,
   IPhysicsObject**) */

void __thiscall
CPhysicsSpring::GetSpringObjectConnections
          (CPhysicsSpring *this,char *param_2,char *param_3,undefined4 *param_4,undefined4 *param_5)

{
  int *piVar1;
  int *piVar2;
  int iVar3;
  int *piVar4;
  char *pcVar5;
  int *piVar6;
  
  if (param_2 == (char *)0x0) {
    param_2 = "";
  }
  piVar1 = (int *)FindPhysicsObjectByName(param_2,(CBaseEntity *)this);
  pcVar5 = "";
  if (param_3 != (char *)0x0) {
    pcVar5 = param_3;
  }
  piVar2 = (int *)FindPhysicsObjectByName(pcVar5,(CBaseEntity *)this);
  piVar4 = g_PhysWorldObject;
  piVar6 = piVar2;
  if ((piVar1 != (int *)0x0) && (piVar6 = piVar1, piVar2 != (int *)0x0)) {
    iVar3 = (**(code **)(*piVar1 + 0x48))(piVar1);
    if (iVar3 != 0) {
      (*(code *)**(undefined4 **)g_pNotify)(g_pNotify,this,iVar3);
    }
    iVar3 = (**(code **)(*piVar2 + 0x48))(piVar2);
    piVar4 = piVar1;
    piVar6 = piVar2;
    if (iVar3 != 0) {
      (*(code *)**(undefined4 **)g_pNotify)(g_pNotify,this,iVar3);
    }
  }
  *param_4 = piVar4;
  *param_5 = piVar6;
  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)