L L4D2node

CSheetSimulator::AddFixedPointSpring

0x004b0e30 · 103 bytes · __thiscall

_ZN15CSheetSimulator19AddFixedPointSpringEiif

Decompiled

undefined (4 params)

/* CSheetSimulator::AddFixedPointSpring(int, int, float) */

void __thiscall
CSheetSimulator::AddFixedPointSpring(CSheetSimulator *this,int param_1,int param_2,float param_3)

{
  int iVar1;
  
  iVar1 = *(int *)(this + 0x28);
  CUtlVector<CSheetSimulator::Spring_t,CUtlMemory<CSheetSimulator::Spring_t,int>>::GrowVector
            ((CUtlVector<CSheetSimulator::Spring_t,CUtlMemory<CSheetSimulator::Spring_t,int>> *)
             (this + 0x1c),1);
  CUtlVector<CSheetSimulator::Spring_t,CUtlMemory<CSheetSimulator::Spring_t,int>>::
  ShiftElementsRight((CUtlVector<CSheetSimulator::Spring_t,CUtlMemory<CSheetSimulator::Spring_t,int>>
                      *)(this + 0x1c),iVar1,1);
  iVar1 = iVar1 * 0xc;
  *(int *)(*(int *)(this + 0x1c) + iVar1) = param_2;
  *(int *)(*(int *)(this + 0x1c) + 4 + iVar1) = ~param_1;
  *(float *)(*(int *)(this + 0x1c) + 8 + iVar1) = param_3;
  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)