L L4D2node

CBaseEntity::PhysicsClipVelocity

0x00476f80 · 157 bytes · __thiscall

_ZN11CBaseEntity19PhysicsClipVelocityERK6VectorS2_RS0_f

Decompiled

undefined (5 params)

/* CBaseEntity::PhysicsClipVelocity(Vector const&, Vector const&, Vector&, float) */

byte __thiscall
CBaseEntity::PhysicsClipVelocity
          (CBaseEntity *this,Vector *param_1,Vector *param_2,Vector *param_3,float param_4)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  byte bVar7;
  int iVar8;
  float fVar9;
  
  fVar1 = *(float *)(param_2 + 8);
  fVar2 = *(float *)param_2;
  fVar3 = *(float *)param_1;
  fVar4 = *(float *)(param_2 + 4);
  fVar5 = *(float *)(param_1 + 8);
  fVar6 = *(float *)(param_1 + 4);
  bVar7 = 0.0 < fVar1;
  if (fVar1 == 0.0) {
    bVar7 = 0.0 < fVar1 | 2;
  }
  iVar8 = 0;
  do {
    fVar9 = *(float *)(param_1 + iVar8 * 4) -
            *(float *)(param_2 + iVar8 * 4) *
            (fVar4 * fVar6 + fVar2 * fVar3 + fVar1 * fVar5) * param_4;
    if ((fVar9 <= -0.1) || (0.1 <= fVar9)) {
      *(float *)(param_3 + iVar8 * 4) = fVar9;
    }
    else {
      *(undefined4 *)(param_3 + iVar8 * 4) = 0;
    }
    iVar8 = iVar8 + 1;
  } while (iVar8 != 3);
  return bVar7;
}

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)