L L4D2node

CConstantForceController::Simulate

0x007a2f60 · 75 bytes · __cdecl

_ZN24CConstantForceController8SimulateEP24IPhysicsMotionControllerP14IPhysicsObjectfR6VectorS5_

Decompiled

undefined (5 params)

/* CConstantForceController::Simulate(IPhysicsMotionController*, IPhysicsObject*, float, Vector&,
   Vector&) */

undefined4
CConstantForceController::Simulate
          (IPhysicsMotionController *param_1,IPhysicsObject *param_2,float param_3,Vector *param_4,
          Vector *param_5)

{
  undefined4 *in_stack_00000018;
  
  *(undefined4 *)param_5 = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(param_5 + 4) = *(undefined4 *)(param_1 + 0xc);
  *(undefined4 *)(param_5 + 8) = *(undefined4 *)(param_1 + 0x10);
  *in_stack_00000018 = *(undefined4 *)(param_1 + 0x14);
  in_stack_00000018[1] = *(undefined4 *)(param_1 + 0x18);
  in_stack_00000018[2] = *(undefined4 *)(param_1 + 0x1c);
  return *(undefined4 *)(param_1 + 4);
}

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)