L L4D2node

CGameMovement::AddGravity

0x00458850 · 262 bytes · __thiscall

_ZN13CGameMovement10AddGravityEv

Decompiled

undefined (1 param)

/* CGameMovement::AddGravity() */

void __thiscall CGameMovement::AddGravity(CGameMovement *this)

{
  int iVar1;
  int iVar2;
  int *piVar3;
  float fVar4;
  
  iVar1 = gpGlobals;
  if (*(float *)(*(int *)(this + 4) + 0x2010) != 0.0) {
    return;
  }
  fVar4 = *(float *)(*(int *)(this + 4) + 0x2c0);
  if (fVar4 == 0.0) {
    fVar4 = 1.0;
  }
  *(float *)(*(int *)(this + 8) + 0x48) =
       *(float *)(*(int *)(this + 8) + 0x48) -
       *(float *)(sv_gravity._28_4_ + 0x2c) * *(float *)(gpGlobals + 0x10) * fVar4;
  *(float *)(*(int *)(this + 8) + 0x48) =
       *(float *)(*(int *)(this + 4) + 0x270) * *(float *)(iVar1 + 0x10) +
       *(float *)(*(int *)(this + 8) + 0x48);
  piVar3 = *(int **)(this + 4);
  iVar1 = piVar3[0x9a];
  iVar2 = piVar3[0x9b];
  if ((float)piVar3[0x9c] == 0.0) {
    CheckVelocity(this);
    return;
  }
  (**(code **)(*piVar3 + 0x2fc))(piVar3,piVar3 + 0x9a);
  piVar3[0x9c] = 0;
  piVar3[0x9a] = iVar1;
  piVar3[0x9b] = iVar2;
  CheckVelocity(this);
  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)