PhysForceClearVelocity
0x00494040 · 151 bytes · __cdecl
_Z22PhysForceClearVelocityP14IPhysicsObject
Decompiled
undefined (1 param)
/* PhysForceClearVelocity(IPhysicsObject*) */
void PhysForceClearVelocity(IPhysicsObject *param_1)
{
char cVar1;
int *piVar2;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
piVar2 = (int *)(**(code **)(*(int *)param_1 + 0x144))(param_1);
local_24 = 0;
local_20 = 0;
local_1c = 0;
local_18 = 0;
local_14 = 0;
local_10 = 0;
(**(code **)(*(int *)param_1 + 0xcc))(param_1,&local_24,&local_18);
while( true ) {
cVar1 = (**(code **)(*piVar2 + 8))(piVar2);
if (cVar1 == '\0') break;
(**(code **)(*piVar2 + 0x28))(piVar2);
(**(code **)(*piVar2 + 0x24))(piVar2);
(**(code **)(*piVar2 + 0x34))(piVar2);
}
(**(code **)(*(int *)param_1 + 0x148))(param_1,piVar2);
return;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.