L L4D2node

CTerrorGameMovement::GetVelocityModifier

0x004f87a0 · 124 bytes · __thiscall

_ZN19CTerrorGameMovement19GetVelocityModifierEv

Decompiled

undefined (1 param)

/* CTerrorGameMovement::GetVelocityModifier() */

longdouble __thiscall CTerrorGameMovement::GetVelocityModifier(CTerrorGameMovement *this)

{
  CBaseEntity *this_00;
  char cVar1;
  int iVar2;
  longdouble lVar3;
  
  this_00 = *(CBaseEntity **)(this + 0x810);
  iVar2 = CBaseEntity::GetTeamNumber(this_00);
  if ((((iVar2 == 3) && (iVar2 = (**(code **)(*(int *)this_00 + 0x544))(this_00), iVar2 == 8)) &&
      (cVar1 = CTerrorGameRules::HasPlayerControlledZombies(), cVar1 != '\0')) &&
     ((((*(byte *)(*(int *)(this + 8) + 0x24) & 4) != 0 ||
       (*(char *)(*(int *)(this + 4) + 0x1a91) != '\0')) ||
      ((*(byte *)(*(int *)(this + 4) + 0x150) & 2) != 0)))) {
    return (longdouble)1.0;
  }
  lVar3 = (longdouble)CCSGameMovement::GetVelocityModifier((CCSGameMovement *)this);
  return lVar3;
}

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)