L L4D2node

CRopeKeyframe::InputSetForce

0x008094f0 · 111 bytes · __thiscall

_ZN13CRopeKeyframe13InputSetForceER11inputdata_t

Decompiled

undefined (2 params)

/* CRopeKeyframe::InputSetForce(inputdata_t&) */

void __thiscall CRopeKeyframe::InputSetForce(CRopeKeyframe *this,inputdata_t *param_1)

{
  float fVar1;
  float fVar2;
  float fVar3;
  
  if ((*(int *)(param_1 + 0x18) == 0xf) ||
     (fVar1 = vec3_origin, fVar2 = DAT_01053d4c, fVar3 = DAT_01053d50, *(int *)(param_1 + 0x18) == 3
     )) {
    fVar1 = *(float *)(param_1 + 8);
    fVar2 = *(float *)(param_1 + 0xc);
    fVar3 = *(float *)(param_1 + 0x10);
  }
  PropagateForce(this,*(CBaseEntity **)param_1,*(CBaseEntity **)(param_1 + 4),(CBaseEntity *)this,
                 fVar1,fVar2,fVar3);
  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)