L L4D2node

Script_GetFriction

0x00b43ee0 · 78 bytes · __cdecl

_ZL18Script_GetFrictionP9HSCRIPT__

Decompiled

undefined (1 param)

/* Script_GetFriction(HSCRIPT__*) */

void Script_GetFriction(HSCRIPT__ *param_1)

{
  code *pcVar1;
  ScriptClassDesc_t *pSVar2;
  int *piVar3;
  
  if (param_1 == (HSCRIPT__ *)0x0) {
    piVar3 = (int *)0x0;
  }
  else {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    piVar3 = (int *)(*pcVar1)(g_pScriptVM,param_1,pSVar2);
  }
                    /* WARNING: Could not recover jumptable at 0x00b43f28. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*piVar3 + 0x260))();
  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)