L L4D2node

CBaseAnimating::GetSequenceGroundSpeed

0x005dfee0 · 271 bytes · __thiscall

_ZN14CBaseAnimating22GetSequenceGroundSpeedEP10CStudioHdri

Decompiled

undefined (3 params)

/* CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr*, int) */

longdouble __thiscall
CBaseAnimating::GetSequenceGroundSpeed(CBaseAnimating *this,CStudioHdr *param_1,int param_2)

{
  float fVar1;
  longdouble lVar2;
  float fVar3;
  float local_28;
  float local_24;
  float local_20;
  
  lVar2 = (longdouble)SequenceDuration(this,param_1,param_2);
  if (0.0 < (float)lVar2) {
    ::GetSequenceLinearMotion(param_1,param_2,(float *)(this + 0x498),(Vector *)&local_28);
    fVar1 = *(float *)(this + 0x528);
    fVar3 = SQRT(local_28 * local_28 + local_24 * local_24 + local_20 * local_20) / (float)lVar2;
    if (fVar1 < 0.0) {
      return (longdouble)(*(float *)(this + 0x468) * *(float *)(this + 0x464) * fVar3);
    }
    if (fVar1 <= 1.0) {
      return (longdouble)
             (*(float *)(this + 0x468) * *(float *)(this + 0x464) * (1.0 - fVar1) * fVar3);
    }
  }
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)