L L4D2node

CBoneFollower::VPhysicsFriction

0x00785630 · 138 bytes · __thiscall

_ZN13CBoneFollower16VPhysicsFrictionEP14IPhysicsObjectfii

Decompiled

undefined (5 params)

/* CBoneFollower::VPhysicsFriction(IPhysicsObject*, float, int, int) */

void __thiscall
CBoneFollower::VPhysicsFriction
          (CBoneFollower *this,IPhysicsObject *param_1,float param_2,int param_3,int param_4)

{
  uint uVar1;
  int *piVar2;
  int iVar3;
  undefined *puVar4;
  
  uVar1 = *(uint *)(this + 0x220);
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
     (piVar2 = *(int **)(puVar4 + 4), piVar2 != (int *)0x0)) {
    iVar3 = piVar2[0x8e];
    piVar2[0x8e] = (int)param_1;
                    /* try { // try from 007856ad to 007856b2 has its CatchHandler @ 007856c0 */
    (**(code **)(*piVar2 + 0x2b0))(piVar2,param_1,param_2,param_3,param_4);
    piVar2[0x8e] = iVar3;
    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)