L L4D2node

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 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)