L L4D2node

CRopeKeyframe::PropagateForce

0x00809420 · 188 bytes · __thiscall

_ZN13CRopeKeyframe14PropagateForceEP11CBaseEntityS1_S1_fff

Decompiled

undefined (7 params)

/* CRopeKeyframe::PropagateForce(CBaseEntity*, CBaseEntity*, CBaseEntity*, float, float, float) */

void __thiscall
CRopeKeyframe::PropagateForce
          (CRopeKeyframe *this,CBaseEntity *param_1,CBaseEntity *param_2,CBaseEntity *param_3,
          float param_4,float param_5,float param_6)

{
  uint uVar1;
  undefined *puVar2;
  
  while( true ) {
    EntityMessageBegin((CBaseEntity *)this,true);
    MessageWriteFloat(param_4);
    MessageWriteFloat(param_5);
    MessageWriteFloat(param_6);
    MessageEnd();
    uVar1 = *(uint *)(this + 0x488);
    if (((uVar1 == 0xffffffff) ||
        (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 == (undefined *)0xfffffffc)) ||
       (*(uint *)(puVar2 + 8) != uVar1 >> 0xc)) {
      return;
    }
    if (*(int *)(puVar2 + 4) == 0) {
      return;
    }
    this = (CRopeKeyframe *)__dynamic_cast(*(int *)(puVar2 + 4),&CBaseEntity::typeinfo,&typeinfo,0);
    if (this == (CRopeKeyframe *)param_3) break;
    if (this == (CRopeKeyframe *)0x0) {
      return;
    }
  }
  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)