L L4D2node

CGameMovement::FinishGravity

0x00457d40 · 123 bytes · __thiscall

_ZN13CGameMovement13FinishGravityEv

Decompiled

undefined (1 param)

/* CGameMovement::FinishGravity() */

void __thiscall CGameMovement::FinishGravity(CGameMovement *this)

{
  float fVar1;
  
  if (*(float *)(*(int *)(this + 4) + 0x2010) == 0.0) {
    fVar1 = *(float *)(*(int *)(this + 4) + 0x2c0);
    if (fVar1 == 0.0) {
      fVar1 = 1.0;
    }
    *(float *)(*(int *)(this + 8) + 0x48) =
         *(float *)(*(int *)(this + 8) + 0x48) -
         *(float *)(sv_gravity._28_4_ + 0x2c) * *(float *)(gpGlobals + 0x10) * fVar1 * 0.5;
    CheckVelocity(this);
    return;
  }
  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)