L L4D2node

CConstantForceController::ScaleConstantForce

0x007a3e40 · 93 bytes · __thiscall

_ZN24CConstantForceController18ScaleConstantForceEf

Decompiled

undefined (2 params)

/* CConstantForceController::ScaleConstantForce(float) */

void __thiscall
CConstantForceController::ScaleConstantForce(CConstantForceController *this,float param_1)

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