L L4D2node

CGrabController::GetSavedMass

0x004ecef0 · 182 bytes · __thiscall

_ZN15CGrabController12GetSavedMassEP14IPhysicsObject

Decompiled

undefined (2 params)

/* CGrabController::GetSavedMass(IPhysicsObject*) */

longdouble __thiscall CGrabController::GetSavedMass(CGrabController *this,IPhysicsObject *param_1)

{
  uint uVar1;
  int *piVar2;
  int *piVar3;
  int iVar4;
  undefined *puVar5;
  int iVar6;
  float fVar7;
  IPhysicsObject *local_101c [1027];
  
  uVar1 = *(uint *)(this + 0x2068);
  if ((((uVar1 != 0xffffffff) &&
       (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
     ((piVar2 = *(int **)(puVar5 + 4), piVar2 != (int *)0x0 &&
      (piVar3 = (int *)(**(code **)(*(int *)param_1 + 0x48))(param_1), piVar3 == piVar2)))) {
    iVar4 = (**(code **)(*piVar3 + 0x2b8))(piVar3,local_101c,0x400);
    if (0 < iVar4) {
      iVar6 = 0;
      if (local_101c[0] == param_1) {
        iVar6 = 0;
      }
      else {
        do {
          iVar6 = iVar6 + 1;
          if (iVar6 == iVar4) goto LAB_004ecf2f;
        } while (local_101c[iVar6] != param_1);
      }
      fVar7 = *(float *)(this + iVar6 * 4 + 0x1068);
      goto LAB_004ecf32;
    }
  }
LAB_004ecf2f:
  fVar7 = 0.0;
LAB_004ecf32:
  return (longdouble)fVar7;
}

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)