L L4D2node

CBaseEntity::GetGroundVelocityToApply

0x003e02f0 · 46 bytes · __thiscall

_ZN11CBaseEntity24GetGroundVelocityToApplyER6Vector

Decompiled

undefined (2 params)

/* CBaseEntity::GetGroundVelocityToApply(Vector&) */

void __thiscall CBaseEntity::GetGroundVelocityToApply(CBaseEntity *this,Vector *param_1)

{
  *(undefined4 *)param_1 = vec3_origin;
  *(undefined4 *)(param_1 + 4) = DAT_01053d4c;
  *(undefined4 *)(param_1 + 8) = DAT_01053d50;
  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)