L L4D2node

CGameMovement::Friction

0x00456ee0 · 397 bytes · __thiscall

_ZN13CGameMovement8FrictionEv

Decompiled

undefined (1 param)

/* CGameMovement::Friction() */

void __thiscall CGameMovement::Friction(CGameMovement *this)

{
  int *piVar1;
  int iVar2;
  longdouble lVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  
  if (*(float *)(*(CBaseEntity **)(this + 4) + 0x2010) == 0.0) {
    iVar2 = *(int *)(this + 8);
    fVar4 = SQRT(*(float *)(iVar2 + 0x44) * *(float *)(iVar2 + 0x44) +
                 *(float *)(iVar2 + 0x40) * *(float *)(iVar2 + 0x40) +
                 *(float *)(iVar2 + 0x48) * *(float *)(iVar2 + 0x48));
    if (0.1 <= fVar4) {
      iVar2 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
      fVar5 = 0.0;
      if (iVar2 != 0) {
        fVar5 = *(float *)(sv_friction._28_4_ + 0x2c);
        piVar1 = *(int **)(this + 4);
        fVar6 = (float)piVar1[0x860];
        lVar3 = (longdouble)(**(code **)(*piVar1 + 0x260))(piVar1);
        fVar7 = *(float *)(sv_stopspeed._28_4_ + 0x2c);
        if (*(float *)(sv_stopspeed._28_4_ + 0x2c) <= fVar4) {
          fVar7 = fVar4;
        }
        fVar5 = fVar6 * *(float *)(gpGlobals + 0x10) * fVar5 * fVar7 * (float)lVar3;
      }
      fVar6 = fVar4 - fVar5;
      if (fVar4 - fVar5 <= 0.0) {
        fVar6 = 0.0;
      }
      if (fVar6 != fVar4) {
        fVar6 = fVar6 / fVar4;
        iVar2 = *(int *)(this + 8);
        *(float *)(iVar2 + 0x40) = *(float *)(iVar2 + 0x40) * fVar6;
        *(float *)(iVar2 + 0x44) = *(float *)(iVar2 + 0x44) * fVar6;
        *(float *)(iVar2 + 0x48) = *(float *)(iVar2 + 0x48) * fVar6;
      }
      iVar2 = *(int *)(this + 8);
      fVar6 = 1.0 - fVar6;
      *(float *)(iVar2 + 0x68) = *(float *)(iVar2 + 0x68) - fVar6 * *(float *)(iVar2 + 0x40);
      *(float *)(iVar2 + 0x6c) = *(float *)(iVar2 + 0x6c) - *(float *)(iVar2 + 0x44) * fVar6;
      *(float *)(iVar2 + 0x70) = *(float *)(iVar2 + 0x70) - *(float *)(iVar2 + 0x48) * fVar6;
      return;
    }
  }
  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)