L L4D2node

CBasePlayerAnimState::GetOuterXYSpeed

0x00421e30 · 70 bytes · __thiscall

_ZNK20CBasePlayerAnimState15GetOuterXYSpeedEv

Decompiled

undefined (1 param)

/* CBasePlayerAnimState::GetOuterXYSpeed() const */

longdouble __thiscall CBasePlayerAnimState::GetOuterXYSpeed(CBasePlayerAnimState *this)

{
  float local_18;
  float local_14;
  
  GetOuterAbsVelocity(this,(Vector *)&local_18);
  return (longdouble)SQRT(local_14 * local_14 + local_18 * local_18);
}

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)