L L4D2node

CTankRock::ResolveFlyCollisionCustom

0x004dd520 · 162 bytes · __thiscall

_ZN9CTankRock25ResolveFlyCollisionCustomER10CGameTraceR6Vector

Decompiled

undefined (3 params)

/* CTankRock::ResolveFlyCollisionCustom(CGameTrace&, Vector&) */

void __thiscall
CTankRock::ResolveFlyCollisionCustom(CTankRock *this,CGameTrace *param_1,Vector *param_2)

{
  int *piVar1;
  char cVar2;
  int iVar3;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  piVar1 = *(int **)(param_1 + 0x4c);
  if (0 < piVar1[0x40]) {
    iVar3 = (**(code **)(*piVar1 + 0x144))(piVar1);
    if (iVar3 != 0) {
      cVar2 = (**(code **)(**(int **)(param_1 + 0x4c) + 300))(*(int **)(param_1 + 0x4c));
      if (cVar2 == '\0') goto LAB_004dd55c;
    }
    CBaseEntity::ResolveFlyCollisionBounce((CBaseEntity *)this,param_1,param_2,0.0);
    return;
  }
LAB_004dd55c:
  if (((byte)this[0x14d] & 0x10) != 0) {
    CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
  }
  local_18 = *(undefined4 *)(this + 0x274);
  local_14 = *(undefined4 *)(this + 0x278);
  local_10 = *(undefined4 *)(this + 0x27c);
  CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&local_18);
  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)