L L4D2node

CBaseRopePhysics::ResetSpringLength

0x005934e0 · 83 bytes · __thiscall

_ZN16CBaseRopePhysics17ResetSpringLengthEf

Decompiled

undefined (2 params)

/* CBaseRopePhysics::ResetSpringLength(float) */

void __thiscall CBaseRopePhysics::ResetSpringLength(CBaseRopePhysics *this,float param_1)

{
  int iVar1;
  int iVar2;
  float fVar3;
  
  if (param_1 <= 0.0) {
    param_1 = 0.0;
  }
  *(float *)(this + 0x14) = param_1;
  fVar3 = param_1 * param_1;
  iVar2 = *(int *)(this + 0xc) + -1;
  iVar1 = 0;
  *(float *)(this + 0x18) = fVar3;
  if (0 < iVar2) {
    while( true ) {
      *(float *)(*(int *)(this + 0x1c) + iVar1 * 4) = fVar3 / (float)iVar2;
      iVar1 = iVar1 + 1;
      iVar2 = *(int *)(this + 0xc) + -1;
      if (iVar2 <= iVar1) break;
      fVar3 = *(float *)(this + 0x18);
    }
  }
  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)