L L4D2node

PhysCleanupFrictionSounds

0x0077cf10 · 104 bytes · __cdecl

_Z25PhysCleanupFrictionSoundsP11CBaseEntity

Decompiled

undefined (1 param)

/* PhysCleanupFrictionSounds(CBaseEntity*) */

void PhysCleanupFrictionSounds(CBaseEntity *param_1)

{
  friction_t *pfVar1;
  int iVar2;
  friction_t *pfVar3;
  
  pfVar1 = (friction_t *)(g_Collisions + 0xc);
  iVar2 = 0;
  pfVar3 = (friction_t *)0x0;
  do {
    if (*(CBaseEntity **)(pfVar1 + 4) == (CBaseEntity *)0x0) {
      if (pfVar3 == (friction_t *)0x0) {
        pfVar3 = pfVar1;
      }
      if (param_1 == (CBaseEntity *)0x0) goto LAB_0077cf70;
    }
    else if (param_1 == *(CBaseEntity **)(pfVar1 + 4)) {
LAB_0077cf70:
      pfVar3 = (friction_t *)(g_Collisions + iVar2 * 0x10 + 0xc);
      goto LAB_0077cf3e;
    }
    iVar2 = iVar2 + 1;
    pfVar1 = pfVar1 + 0x10;
  } while (iVar2 != 4);
  if (pfVar3 != (friction_t *)0x0) {
LAB_0077cf3e:
    if (*(int *)pfVar3 != 0) {
      CCollisionEvent::ShutdownFriction((CCollisionEvent *)g_Collisions,pfVar3);
    }
  }
  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)