CMultiPlayerAnimState::GetOuterAbsVelocity
0x0046cb00 · 79 bytes · __thiscall
_ZN21CMultiPlayerAnimState19GetOuterAbsVelocityER6Vector
Decompiled
undefined (2 params)
/* CMultiPlayerAnimState::GetOuterAbsVelocity(Vector&) */
void __thiscall
CMultiPlayerAnimState::GetOuterAbsVelocity(CMultiPlayerAnimState *this,Vector *param_1)
{
CBaseEntity *this_00;
this_00 = *(CBaseEntity **)(this + 0x1c);
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 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.