CBaseEntity::UpdateBaseVelocity
0x004771d0 · 310 bytes · __thiscall
_ZN11CBaseEntity18UpdateBaseVelocityEv
Decompiled
undefined (1 param)
/* CBaseEntity::UpdateBaseVelocity() */
void __thiscall CBaseEntity::UpdateBaseVelocity(CBaseEntity *this)
{
uint uVar1;
int *piVar2;
float fVar3;
float fVar4;
float fVar5;
undefined *puVar6;
float local_18;
float local_14;
float local_10;
if (((byte)this[0x150] & 1) != 0) {
uVar1 = *(uint *)(this + 600);
if ((((uVar1 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) &&
((piVar2 = *(int **)(puVar6 + 4), piVar2 != (int *)0x0 &&
((*(byte *)((int)piVar2 + 0x151) & 0x10) != 0)))) {
(**(code **)(*piVar2 + 0x27c))(piVar2,&local_18);
if (((byte)this[0x152] & 0x80) != 0) {
local_18 = local_18 + *(float *)(this + 0x268);
local_14 = local_14 + *(float *)(this + 0x26c);
local_10 = local_10 + *(float *)(this + 0x270);
}
AddFlag(this,0x800000);
fVar5 = local_10;
fVar4 = local_14;
fVar3 = local_18;
if (((local_18 != *(float *)(this + 0x268)) || (local_14 != *(float *)(this + 0x26c))) ||
(local_10 != *(float *)(this + 0x270))) {
(**(code **)(*(int *)this + 0x2fc))(this,this + 0x268);
*(float *)(this + 0x268) = fVar3;
*(float *)(this + 0x26c) = fVar4;
*(float *)(this + 0x270) = fVar5;
}
}
}
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.