L L4D2node

CCollisionEvent::ShutdownFriction

0x0077afa0 · 48 bytes · __thiscall

_ZN15CCollisionEvent16ShutdownFrictionER10friction_t

Decompiled

undefined (2 params)

/* CCollisionEvent::ShutdownFriction(friction_t&) */

void __thiscall CCollisionEvent::ShutdownFriction(CCollisionEvent *this,friction_t *param_1)

{
  int *piVar1;
  
  piVar1 = (int *)CSoundEnvelopeController::GetController();
  (**(code **)(*piVar1 + 0x2c))(piVar1,*(undefined4 *)param_1);
  *(undefined4 *)param_1 = 0;
  *(undefined4 *)(param_1 + 4) = 0;
  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)