L L4D2node

CTerrorPlayer::KickBack

0x004f6620 · 9 bytes · __thiscall

_ZN13CTerrorPlayer8KickBackEffffffi

Decompiled

undefined (8 params)

/* CTerrorPlayer::KickBack(float, float, float, float, float, float, int) */

void __thiscall
CTerrorPlayer::KickBack
          (CTerrorPlayer *this,float param_1,float param_2,float param_3,float param_4,float param_5
          ,float param_6,int param_7)

{
  CCSPlayer::KickBack((CCSPlayer *)this,param_1,param_2,param_3,param_4,param_5,param_6,param_7);
  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)