L L4D2node

CBasePlayer::GetStepSoundVelocities

0x00416a70 · 58 bytes · __thiscall

_ZN11CBasePlayer22GetStepSoundVelocitiesEPfS0_

Decompiled

undefined (3 params)

/* CBasePlayer::GetStepSoundVelocities(float*, float*) */

void __thiscall CBasePlayer::GetStepSoundVelocities(CBasePlayer *this,float *param_1,float *param_2)

{
  if ((((byte)this[0x150] & 2) == 0) && (this[0x186] != (CBasePlayer)0x9)) {
    *param_1 = 90.0;
    *param_2 = 220.0;
    return;
  }
  *param_1 = 60.0;
  *param_2 = 80.0;
  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)