L L4D2node

CAI_ProxyMovementSink::CalcYawSpeed

0x0041b0a0 · 75 bytes · __thiscall

_ZN21CAI_ProxyMovementSink12CalcYawSpeedEv

Decompiled

undefined (1 param)

/* CAI_ProxyMovementSink::CalcYawSpeed() */

longdouble __thiscall CAI_ProxyMovementSink::CalcYawSpeed(CAI_ProxyMovementSink *this)

{
  undefined4 *puVar1;
  longdouble lVar2;
  
  puVar1 = *(undefined4 **)(this + 4);
  if (puVar1 != (undefined4 *)0x0) {
    lVar2 = (longdouble)(**(code **)*puVar1)(puVar1);
    if ((float)lVar2 != -1.0) {
      return (longdouble)(float)lVar2;
    }
  }
  return (longdouble)-1.0;
}

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)