L L4D2node

CDynamicProp::GetRootPhysicsObjectForBreak

0x007e3ef0 · 115 bytes · __thiscall

_ZN12CDynamicProp28GetRootPhysicsObjectForBreakEv

Decompiled

undefined (1 param)

/* CDynamicProp::GetRootPhysicsObjectForBreak() */

undefined4 __thiscall CDynamicProp::GetRootPhysicsObjectForBreak(CDynamicProp *this)

{
  uint uVar1;
  int iVar2;
  undefined *puVar3;
  
  if (*(int *)(this + 0x15a4) != 0) {
    iVar2 = CBoneFollowerManager::GetBoneFollower((CBoneFollowerManager *)(this + 0x15a4),0);
    uVar1 = *(uint *)(iVar2 + 4);
    if ((((uVar1 != 0xffffffff) &&
         (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)) {
      return *(undefined4 *)(*(int *)(puVar3 + 4) + 0x238);
    }
  }
  return *(undefined4 *)(this + 0x238);
}

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)