L L4D2node

PhysFrictionEffect

0x004940e0 · 375 bytes · __cdecl

_Z18PhysFrictionEffectR6VectorS_fii

Decompiled

undefined (5 params)

/* PhysFrictionEffect(Vector&, Vector, float, int, int) */

void PhysFrictionEffect(undefined4 *param_1)

{
  int iVar1;
  int iVar2;
  float in_stack_00000014;
  undefined4 in_stack_00000018;
  undefined4 in_stack_0000001c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  VectorAngles((Vector *)&stack0x00000008,(QAngle *)&local_18);
  iVar1 = (**(code **)(*physprops + 0x18))(physprops,in_stack_00000018);
  iVar2 = (**(code **)(*physprops + 0x18))(physprops,in_stack_0000001c);
  if (*(short *)(iVar2 + 0x4c) == 0x43) {
    if (in_stack_00000014 < 7840.0) goto LAB_0049413c;
  }
  else if ((*(short *)(iVar2 + 0x4c) != 0x44) || (in_stack_00000014 < 2250.0)) goto LAB_0049413c;
  DispatchParticleEffect
            ("impact_physics_dust",*param_1,param_1[1],param_1[2],local_18,local_14,local_10,0,0,
             0xffffffff);
LAB_0049413c:
  if (((25000.0 < in_stack_00000014) &&
      ((*(short *)(iVar1 + 0x4c) == 0x47 || (*(short *)(iVar1 + 0x4c) == 0x4d)))) &&
     ((*(short *)(iVar2 + 0x4c) == 0x43 || (*(short *)(iVar2 + 0x4c) == 0x4d)))) {
    DispatchParticleEffect
              ("impact_physics_sparks",*param_1,param_1[1],param_1[2],local_18,local_14,local_10,0,0
               ,0xffffffff);
    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)