L L4D2node

CCollisionEvent::UpdateFrictionSounds

0x0077b0b0 · 91 bytes · __thiscall

_ZN15CCollisionEvent20UpdateFrictionSoundsEv

Decompiled

undefined (1 param)

/* CCollisionEvent::UpdateFrictionSounds() */

void __thiscall CCollisionEvent::UpdateFrictionSounds(CCollisionEvent *this)

{
  friction_t *pfVar1;
  float fVar2;
  
  pfVar1 = (friction_t *)(this + 0xc);
  do {
    if ((*(int *)pfVar1 != 0) &&
       (fVar2 = *(float *)(gpGlobals + 0xc) - 0.1,
       *(float *)(pfVar1 + 8) <= fVar2 && fVar2 != *(float *)(pfVar1 + 8))) {
      ShutdownFriction(this,pfVar1);
    }
    pfVar1 = pfVar1 + 0x10;
  } while (pfVar1 != (friction_t *)(this + 0x4c));
  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)