L L4D2node

CPhysForce::ForceOn

0x007a4030 · 120 bytes · __thiscall

_ZN10CPhysForce7ForceOnEv.part.22

Decompiled

undefined (1 param)

/* CPhysForce::ForceOn() [clone .part.22] */

void __thiscall CPhysForce::ForceOn(CPhysForce *this)

{
  CPhysForce *in_EAX;
  undefined1 local_14 [12];
  
  ActivateForce(in_EAX);
  if (*(float *)(in_EAX + 0x44c) != 0.0) {
    CBaseEntity::SetNextThink
              ((CBaseEntity *)in_EAX,*(float *)(in_EAX + 0x44c) + *(float *)(gpGlobals + 0xc),
               (char *)0x0);
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)in_EAX,(char *)ForceOff);
  }
  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)