CBaseEntity::SetFriction
0x00601710 · 141 bytes · __thiscall
_ZN11CBaseEntity11SetFrictionEf
Decompiled
undefined (2 params)
/* CBaseEntity::SetFriction(float) */
void __thiscall CBaseEntity::SetFriction(CBaseEntity *this,float param_1)
{
int iVar1;
undefined1 local_14 [12];
if (param_1 != *(float *)(this + 0x2c4)) {
(**(code **)(*(int *)this + 0x304))(this,this + 0x2c4);
*(float *)(this + 0x2c4) = param_1;
}
iVar1 = GetIndexForThinkContext(this,"FrictionRevertThink");
if (iVar1 != -1) {
ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.