CBaseEntity::OverrideFriction
0x00601890 · 203 bytes · __thiscall
_ZN11CBaseEntity16OverrideFrictionEff
Decompiled
undefined (3 params)
/* CBaseEntity::OverrideFriction(float, float) */
void __thiscall CBaseEntity::OverrideFriction(CBaseEntity *this,float param_1,float param_2)
{
float fVar1;
int iVar2;
undefined1 local_14 [12];
iVar2 = GetIndexForThinkContext(this,"FrictionRevertThink");
if ((iVar2 == -1) || (iVar2 = GetNextThinkTick(this,"FrictionRevertThink"), iVar2 == -1)) {
fVar1 = *(float *)(this + 0x2c4);
*(float *)(this + 0x2cc) = fVar1;
}
else {
fVar1 = *(float *)(this + 0x2c4);
}
if (param_2 != fVar1) {
(**(code **)(*(int *)this + 0x304))(this,this + 0x2c4);
*(float *)(this + 0x2c4) = param_2;
}
ThinkSet((_func_void *)local_14,(float)this,(char *)FrictionRevertThink);
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.