L L4D2node

CPhysicsShake::Simulate

0x0068a940 · 168 bytes · __thiscall

_ZN13CPhysicsShake8SimulateEP24IPhysicsMotionControllerP14IPhysicsObjectfR6VectorS5_

Decompiled

undefined (6 params)

/* CPhysicsShake::Simulate(IPhysicsMotionController*, IPhysicsObject*, float, Vector&, Vector&) */

undefined4 __thiscall
CPhysicsShake::Simulate
          (CPhysicsShake *this,IPhysicsMotionController *param_1,IPhysicsObject *param_2,
          float param_3,Vector *param_4,Vector *param_5)

{
  code *pcVar1;
  char cVar2;
  undefined4 uVar3;
  longdouble lVar4;
  undefined1 local_34 [12];
  float local_28;
  float local_24;
  float local_20;
  
  cVar2 = (**(code **)(*(int *)param_2 + 0x110))(param_2,local_34,0);
  uVar3 = 0;
  if (cVar2 != '\0') {
    pcVar1 = *(code **)(*(int *)param_2 + 0x100);
    lVar4 = (longdouble)(**(code **)(*(int *)param_2 + 0x78))(param_2);
    local_20 = (float)lVar4 * 0.4 + 1.0;
    local_28 = *(float *)(this + 4) * local_20;
    local_24 = *(float *)(this + 8) * local_20;
    local_20 = local_20 * *(float *)(this + 0xc);
    (*pcVar1)(param_2,&local_28,local_34,param_4,param_5);
    uVar3 = 2;
  }
  return uVar3;
}

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)