L L4D2node

CPhysForce::ScaleForce

0x007a4210 · 188 bytes · __thiscall

_ZN10CPhysForce10ScaleForceEf

Decompiled

undefined (2 params)

/* CPhysForce::ScaleForce(float) */

void __thiscall CPhysForce::ScaleForce(CPhysForce *this,float param_1)

{
  int *piVar1;
  CPhysForce *in_stack_ffffffe4;
  
  piVar1 = *(int **)(this + 0x440);
  if (piVar1 == (int *)0x0) {
    ForceOn(in_stack_ffffffe4);
    piVar1 = *(int **)(this + 0x440);
  }
  *(float *)(this + 0x464) = *(float *)(this + 0x47c) * param_1;
  *(float *)(this + 0x468) = *(float *)(this + 0x480) * param_1;
  *(float *)(this + 0x460) = *(float *)(this + 0x478) * param_1;
  *(float *)(this + 0x470) = *(float *)(this + 0x488) * param_1;
  *(float *)(this + 0x474) = *(float *)(this + 0x48c) * param_1;
  *(float *)(this + 0x46c) = param_1 * *(float *)(this + 0x484);
                    /* WARNING: Could not recover jumptable at 0x007a42ae. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*piVar1 + 0x20))();
  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)