L L4D2node

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 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)