L L4D2node

PhysFrictionSound

0x00494280 · 300 bytes · __cdecl

_Z17PhysFrictionSoundP11CBaseEntityP14IPhysicsObjectfii

Decompiled

undefined (5 params)

/* PhysFrictionSound(CBaseEntity*, IPhysicsObject*, float, int, int) */

void PhysFrictionSound(CBaseEntity *param_1,IPhysicsObject *param_2,float param_3,int param_4,
                      int param_5)

{
  short sVar1;
  int iVar2;
  int iVar3;
  char *pcVar4;
  longdouble lVar5;
  
  if ((((param_1 != (CBaseEntity *)0x0) && (75.0 <= param_3)) && (-1 < param_4)) &&
     (param_1[0x300] == (CBaseEntity)0x0)) {
    if ((param_2 != (IPhysicsObject *)0x0) &&
       (lVar5 = (longdouble)(**(code **)(*(int *)param_2 + 0x78))(param_2), (float)lVar5 < 200.0)) {
      return;
    }
    iVar2 = (**(code **)(*physprops + 0x18))(physprops,param_5);
    iVar3 = (**(code **)(*physprops + 0x18))(physprops,param_4);
    if ((*(short *)(iVar2 + 0x4c) != 0x58) && (*(short *)(iVar3 + 0x4c) != 0x58)) {
      sVar1 = *(short *)(iVar3 + 0x3a);
      if ((*(short *)(iVar3 + 0x38) != 0) &&
         (*(float *)(iVar2 + 0x1c) <= *(float *)(iVar3 + 0x20) &&
          *(float *)(iVar3 + 0x20) != *(float *)(iVar2 + 0x1c))) {
        sVar1 = *(short *)(iVar3 + 0x38);
      }
      pcVar4 = (char *)(**(code **)(*physprops + 0x1c))(physprops,sVar1);
      PhysFrictionSound(param_1,param_2,pcVar4,(short *)(iVar3 + 0x5e),
                        param_3 * 6.451613e-05 * param_3 * 6.451613e-05);
      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)