L L4D2node

CTankClaw::GetPushForce

0x0055ea50 · 176 bytes · __cdecl

_ZN9CTankClaw12GetPushForceEP11CBaseEntity6Vector

Decompiled

undefined (2 params)

/* CTankClaw::GetPushForce(CBaseEntity*, Vector) */

longdouble CTankClaw::GetPushForce(CTankClaw *param_1,CBaseEntity *param_2)

{
  int *piVar1;
  char cVar2;
  int iVar3;
  longdouble lVar4;
  float fVar5;
  
  cVar2 = IsPhysicsTarget(param_1,param_2);
  if (cVar2 != '\0') {
    iVar3 = CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)param_1);
    if (iVar3 != 0) {
      piVar1 = *(int **)(param_2 + 0x238);
      fVar5 = 400.0;
      if (piVar1 != (int *)0x0) {
        lVar4 = (longdouble)(**(code **)(*piVar1 + 0x78))(piVar1);
        fVar5 = (float)lVar4;
        if (fVar5 <= 100.0) {
          fVar5 = 100.0;
        }
        if (1500.0 <= fVar5) {
          fVar5 = 1500.0;
        }
        fVar5 = fVar5 - 100.0;
      }
      return (longdouble)
             ((*(float *)(HulkSwingPhysicsPropForce._28_4_ + 0x2c) + -1.0) * 0.0007142857 * fVar5 +
             1.0);
    }
  }
  return (longdouble)1.0;
}

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)