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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.