L L4D2node

CBaseEntity::VPhysicsFriction

0x006002e0 · 9 bytes · __thiscall

_ZN11CBaseEntity16VPhysicsFrictionEP14IPhysicsObjectfii

Decompiled

undefined (5 params)

/* CBaseEntity::VPhysicsFriction(IPhysicsObject*, float, int, int) */

void __thiscall
CBaseEntity::VPhysicsFriction
          (CBaseEntity *this,IPhysicsObject *param_1,float param_2,int param_3,int param_4)

{
  PhysFrictionSound(this,param_1,param_2,param_3,param_4);
  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)