L L4D2node

CBasePlayerAnimState::GetOuterAbsVelocity

0x00421500 · 79 bytes · __thiscall

_ZNK20CBasePlayerAnimState19GetOuterAbsVelocityER6Vector

Decompiled

undefined (2 params)

/* CBasePlayerAnimState::GetOuterAbsVelocity(Vector&) const */

void __thiscall
CBasePlayerAnimState::GetOuterAbsVelocity(CBasePlayerAnimState *this,Vector *param_1)

{
  CBaseEntity *this_00;
  
  this_00 = *(CBaseEntity **)(this + 0x14);
  if (((byte)this_00[0x14d] & 0x10) != 0) {
    CBaseEntity::CalcAbsoluteVelocity(this_00);
  }
  *(undefined4 *)param_1 = *(undefined4 *)(this_00 + 0x274);
  *(undefined4 *)(param_1 + 4) = *(undefined4 *)(this_00 + 0x278);
  *(undefined4 *)(param_1 + 8) = *(undefined4 *)(this_00 + 0x27c);
  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)