L L4D2node

physicssound::AddBreakSound

0x0077dc40 · 222 bytes · __cdecl

_ZN12physicssound13AddBreakSoundER10CUtlVectorINS_12breaksound_tE10CUtlMemoryIS1_iEERK6Vectort

Decompiled

undefined (3 params)

/* physicssound::AddBreakSound(CUtlVector<physicssound::breaksound_t,
   CUtlMemory<physicssound::breaksound_t, int> >&, Vector const&, unsigned short) */

void physicssound::AddBreakSound(CUtlVector *param_1,Vector *param_2,ushort param_3)

{
  float fVar1;
  float fVar2;
  int iVar3;
  int iVar4;
  uint *puVar5;
  uint uVar6;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  uint local_20;
  
  uVar6 = (uint)param_3;
  iVar3 = (**(code **)(*physprops + 0x18))(physprops,uVar6);
  if (*(short *)(iVar3 + 0x40) == 0) {
    return;
  }
  iVar3 = *(int *)(param_1 + 0xc);
  iVar4 = iVar3 + -1;
  if (-1 < iVar4) {
    puVar5 = (uint *)(iVar4 * 0x10 + *(int *)param_1 + 0xc);
    do {
      if ((2 < iVar3) && (uVar6 == *puVar5)) {
        fVar1 = *(float *)(param_2 + 8);
        fVar2 = *(float *)param_2;
        puVar5[-2] = (uint)((*(float *)(param_2 + 4) + (float)puVar5[-2]) * 0.5);
        puVar5[-1] = (uint)((fVar1 + (float)puVar5[-1]) * 0.5);
        puVar5[-3] = (uint)((fVar2 + (float)puVar5[-3]) * 0.5);
        return;
      }
      iVar4 = iVar4 + -1;
      puVar5 = puVar5 + -4;
    } while (iVar4 != -1);
  }
  local_2c = *(undefined4 *)param_2;
  local_28 = *(undefined4 *)(param_2 + 4);
  local_24 = *(undefined4 *)(param_2 + 8);
  local_20 = uVar6;
  CUtlVector<physicssound::breaksound_t,CUtlMemory<physicssound::breaksound_t,int>>::InsertBefore
            ((CUtlVector<physicssound::breaksound_t,CUtlMemory<physicssound::breaksound_t,int>> *)
             param_1,iVar3,(breaksound_t *)&local_2c);
  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)