L L4D2node

PhysCollisionScreenShake

0x0077c8f0 · 285 bytes · __cdecl

_Z24PhysCollisionScreenShakeP21gamevcollisionevent_ti

Decompiled

undefined (2 params)

/* PhysCollisionScreenShake(gamevcollisionevent_t*, int) */

void PhysCollisionScreenShake(gamevcollisionevent_t *param_1,int param_2)

{
  int *piVar1;
  char cVar2;
  uint uVar3;
  longdouble lVar4;
  float fVar5;
  undefined1 local_28 [24];
  
  piVar1 = *(int **)(param_1 + param_2 * 4);
  lVar4 = (longdouble)(**(code **)(*piVar1 + 0x78))(piVar1);
  fVar5 = (float)lVar4;
  if (500.0 <= fVar5) {
    cVar2 = (**(code **)(**(int **)(param_1 + (uint)(param_2 == 0) * 4) + 8))
                      (*(int **)(param_1 + (uint)(param_2 == 0) * 4));
    if (cVar2 != '\0') {
      piVar1 = *(int **)(param_1 + param_2 * 4);
      uVar3 = (**(code **)(*piVar1 + 0x50))(piVar1);
      if ((uVar3 & 0x40) == 0) {
        if (fVar5 <= 500.0) {
          fVar5 = 500.0;
        }
        if (2000.0 <= fVar5) {
          fVar5 = 2000.0;
        }
        if ((30.0 < *(float *)(param_1 + 0x18)) && (0.25 < *(float *)(param_1 + 0x14))) {
          (**(code **)(**(int **)(param_1 + 0x1c) + 4))(*(int **)(param_1 + 0x1c),local_28);
          fVar5 = *(float *)(param_1 + 0x18) * *(float *)(collision_shake_amp._28_4_ + 0x2c) *
                  6.666667e-05 * fVar5;
          UTIL_ScreenShake(local_28,fVar5,*(undefined4 *)(collision_shake_freq._28_4_ + 0x2c),
                           *(undefined4 *)(collision_shake_time._28_4_ + 0x2c),fVar5 * 60.0,0,0,0);
          return;
        }
      }
    }
  }
  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)