L L4D2node

CFourWheelVehiclePhysics::DisableMotion

0x006ae980 · 128 bytes · __thiscall

_ZN24CFourWheelVehiclePhysics13DisableMotionEv

Decompiled

undefined (1 param)

/* CFourWheelVehiclePhysics::DisableMotion() */

void __thiscall CFourWheelVehiclePhysics::DisableMotion(CFourWheelVehiclePhysics *this)

{
  int iVar1;
  int iVar2;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  local_34 = 0;
  local_30 = 0;
  local_2c = 0;
  local_28 = 0;
  local_24 = 0;
  local_20 = 0;
  if (0 < *(int *)(this + 0x60)) {
    iVar2 = 0;
    do {
      (**(code **)(**(int **)(this + iVar2 * 4 + 0x50) + 0xcc))
                (*(int **)(this + iVar2 * 4 + 0x50),&local_34,&local_28);
      iVar1 = iVar2 * 4;
      iVar2 = iVar2 + 1;
      (**(code **)(**(int **)(this + iVar1 + 0x50) + 0x40))(*(int **)(this + iVar1 + 0x50),0);
    } while (iVar2 < *(int *)(this + 0x60));
  }
  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)