L L4D2node

CIterativeSheetSimulator::BeginSimulation

0x004b0be0 · 72 bytes · __thiscall

_ZN24CIterativeSheetSimulator15BeginSimulationEfiii

Decompiled

undefined (5 params)

/* CIterativeSheetSimulator::BeginSimulation(float, int, int, int) */

void __thiscall
CIterativeSheetSimulator::BeginSimulation
          (CIterativeSheetSimulator *this,float param_1,int param_2,int param_3,int param_4)

{
  *(float *)(this + 0xa8) = param_1;
  this[0xb1] = SUB41(param_2,0);
  this[0xb0] = SUB41(param_2,0);
  this[0xb3] = (CIterativeSheetSimulator)0x0;
  *(float *)(this + 0xac) = (float)param_3;
  this[0xb4] = (CIterativeSheetSimulator)0x1;
  this[0xb2] = SUB41(param_4,0);
  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)