L L4D2node

CConstantForceController::SetConstantForce

0x007a3db0 · 130 bytes · __thiscall

_ZN24CConstantForceController16SetConstantForceERK6VectorS2_

Decompiled

undefined (3 params)

/* CConstantForceController::SetConstantForce(Vector const&, Vector const&) */

void __thiscall
CConstantForceController::SetConstantForce
          (CConstantForceController *this,Vector *param_1,Vector *param_2)

{
  *(undefined4 *)(this + 8) = *(undefined4 *)param_1;
  *(undefined4 *)(this + 0xc) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(this + 0x14) = *(undefined4 *)param_2;
  *(undefined4 *)(this + 0x18) = *(undefined4 *)(param_2 + 4);
  *(undefined4 *)(this + 0x1c) = *(undefined4 *)(param_2 + 8);
  *(undefined4 *)(this + 0x20) = *(undefined4 *)param_1;
  *(undefined4 *)(this + 0x24) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 0x28) = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(this + 0x2c) = *(undefined4 *)param_2;
  *(undefined4 *)(this + 0x30) = *(undefined4 *)(param_2 + 4);
  *(undefined4 *)(this + 0x34) = *(undefined4 *)(param_2 + 8);
  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)