L L4D2node

CTerrorPlayerAnimState::GetCurrentMaxGroundSpeed

0x0050fb30 · 159 bytes · __thiscall

_ZN22CTerrorPlayerAnimState24GetCurrentMaxGroundSpeedEv

Decompiled

undefined (1 param)

/* CTerrorPlayerAnimState::GetCurrentMaxGroundSpeed() */

longdouble __thiscall CTerrorPlayerAnimState::GetCurrentMaxGroundSpeed(CTerrorPlayerAnimState *this)

{
  code *pcVar1;
  int iVar2;
  undefined4 uVar3;
  longdouble lVar4;
  
  iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
  if (iVar2 != -1) {
    pcVar1 = *(code **)(*(int *)this + 0x1c);
    uVar3 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
    iVar2 = (*pcVar1)(this,uVar3);
    if (iVar2 == 10) {
LAB_0050fbd0:
      lVar4 = (longdouble)CTerrorPlayer::GetRunTopSpeed(*(CTerrorPlayer **)(this + 0x118));
      return lVar4;
    }
    if (iVar2 < 0xb) {
      if ((iVar2 == 1) || (iVar2 == 6)) {
        lVar4 = (longdouble)CTerrorPlayer::GetWalkTopSpeed(*(CTerrorPlayer **)(this + 0x118));
        return lVar4;
      }
    }
    else {
      if ((iVar2 == 0x1d) || (iVar2 == 0x3be)) goto LAB_0050fbd0;
      if (iVar2 == 0xc) {
        lVar4 = (longdouble)CTerrorPlayer::GetCrouchTopSpeed(*(CTerrorPlayer **)(this + 0x118));
        return lVar4;
      }
    }
  }
  return (longdouble)0.0;
}

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)