L L4D2node

CPhysTorque::SetupForces

0x007a34b0 · 134 bytes · __thiscall

_ZN11CPhysTorque11SetupForcesEP14IPhysicsObjectR6VectorS3_

Decompiled

undefined (4 params)

/* CPhysTorque::SetupForces(IPhysicsObject*, Vector&, Vector&) */

void __thiscall
CPhysTorque::SetupForces(CPhysTorque *this,IPhysicsObject *param_1,Vector *param_2,Vector *param_3)

{
  float fVar1;
  float local_58;
  float local_54;
  float local_50;
  matrix3x4_t local_4c [60];
  
  *(undefined4 *)param_2 = 0;
  *(undefined4 *)(param_2 + 4) = 0;
  *(undefined4 *)(param_2 + 8) = 0;
  (**(code **)(*(int *)param_1 + 200))(param_1,local_4c);
  VectorIRotate((float *)(this + 0x490),local_4c,&local_58);
  fVar1 = *(float *)(this + 0x448);
  *(float *)(param_3 + 4) = local_54 * fVar1;
  *(float *)(param_3 + 8) = local_50 * fVar1;
  *(float *)param_3 = fVar1 * local_58;
  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)