L L4D2node

CCollisionEvent::Friction

0x007793f0 · 317 bytes · __thiscall

_ZN15CCollisionEvent8FrictionEP14IPhysicsObjectfiiP21IPhysicsCollisionData

Decompiled

undefined (6 params)

/* CCollisionEvent::Friction(IPhysicsObject*, float, int, int, IPhysicsCollisionData*) */

void __thiscall
CCollisionEvent::Friction
          (CCollisionEvent *this,IPhysicsObject *param_1,float param_2,int param_3,int param_4,
          IPhysicsCollisionData *param_5)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  undefined1 local_34 [12];
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  *(int *)(this + 0x15c) = *(int *)(this + 0x15c) + 1;
                    /* try { // try from 00779415 to 007794e9 has its CatchHandler @ 00779540 */
  (**(code **)(*(int *)param_5 + 4))(param_5,local_34);
  (**(code **)(*(int *)param_1 + 0xdc))(param_1,local_34,&local_28);
  piVar1 = (int *)(**(code **)(*(int *)param_1 + 0x48))(param_1);
  iVar4 = 0;
  iVar2 = 0;
  iVar3 = 0xfec30c;
  if (piVar1 != (int *)0x0) {
    do {
      if (*(int **)(iVar3 + 4) == (int *)0x0) {
        if (iVar4 == 0) {
          iVar4 = iVar3;
        }
      }
      else if (piVar1 == *(int **)(iVar3 + 4)) {
        iVar4 = iVar2 * 0x10 + 0xfec30c;
        goto LAB_00779465;
      }
      iVar2 = iVar2 + 1;
      iVar3 = iVar3 + 0x10;
    } while (iVar2 != 4);
    if (iVar4 != 0) {
LAB_00779465:
      if ((*(int *)(iVar4 + 4) != 0) &&
         (*(float *)(gpGlobals + 0xc) < *(float *)(iVar4 + 0xc) + 0.5)) {
        *(float *)(iVar4 + 8) = *(float *)(gpGlobals + 0xc);
        *(int *)(this + 0x15c) = *(int *)(this + 0x15c) + -1;
        return;
      }
    }
    (**(code **)(*piVar1 + 0x2b0))(piVar1,param_1,param_2,param_3,param_4);
  }
  PhysFrictionEffect(local_34,local_28,local_24,local_20,param_2,param_3,param_4);
  *(int *)(this + 0x15c) = *(int *)(this + 0x15c) + -1;
  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)