L L4D2node

CBaseEntity::PhysicsAddGravityMove

0x00476dc0 · 429 bytes · __thiscall

_ZN11CBaseEntity21PhysicsAddGravityMoveER6Vector

Decompiled

undefined (2 params)

/* CBaseEntity::PhysicsAddGravityMove(Vector&) */

void __thiscall CBaseEntity::PhysicsAddGravityMove(CBaseEntity *this,Vector *param_1)

{
  float fVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  int iVar4;
  float fVar5;
  float local_18;
  float local_14;
  float local_10;
  
  if (((byte)this[0x14d] & 0x10) != 0) {
    CalcAbsoluteVelocity(this);
  }
  local_18 = *(float *)(this + 0x274);
  local_14 = *(float *)(this + 0x278);
  local_10 = *(float *)(this + 0x27c);
  *(float *)param_1 = (*(float *)(this + 0x268) + local_18) * *(float *)(gpGlobals + 0x10);
  iVar4 = gpGlobals;
  *(float *)(param_1 + 4) = (*(float *)(this + 0x26c) + local_14) * *(float *)(gpGlobals + 0x10);
  if (((byte)this[0x150] & 1) == 0) {
    fVar5 = *(float *)(this + 0x2c0);
    if (fVar5 == 0.0) {
      fVar5 = 1.0;
    }
    fVar1 = *(float *)(iVar4 + 0x10);
    fVar5 = local_10 - *(float *)(sv_gravity._28_4_ + 0x2c) * fVar1 * fVar5;
    *(float *)(param_1 + 8) = ((local_10 + fVar5) * 0.5 + *(float *)(this + 0x270)) * fVar1;
    uVar2 = *(undefined4 *)(this + 0x268);
    uVar3 = *(undefined4 *)(this + 0x26c);
    if (*(float *)(this + 0x270) != 0.0) {
      (**(code **)(*(int *)this + 0x2fc))(this,this + 0x268);
      *(undefined4 *)(this + 0x270) = 0;
      *(undefined4 *)(this + 0x268) = uVar2;
      *(undefined4 *)(this + 0x26c) = uVar3;
    }
    local_10 = fVar5;
    SetAbsVelocity(this,(Vector *)&local_18);
    PhysicsCheckVelocity(this);
    return;
  }
  *(float *)(param_1 + 8) = *(float *)(iVar4 + 0x10) * *(float *)(this + 0x270);
  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)