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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.