CBaseAnimating::GetVelocity
0x005e19f0 · 196 bytes · __thiscall
_ZN14CBaseAnimating11GetVelocityEP6VectorS1_
Decompiled
undefined (3 params)
/* CBaseAnimating::GetVelocity(Vector*, Vector*) */
void __thiscall CBaseAnimating::GetVelocity(CBaseAnimating *this,Vector *param_1,Vector *param_2)
{
undefined4 uVar1;
undefined4 uVar2;
Vector local_58 [12];
matrix3x4_t local_4c [60];
if ((this[0x186] != (CBaseAnimating)0x6) && (((byte)this[0x150] & 1) != 0)) {
if (param_1 != (Vector *)0x0) {
GetSequenceLinearMotion(this,*(int *)(this + 0x494),local_58);
AngleMatrix((QAngle *)(this + 0x3a8),local_4c);
VectorRotate((float *)local_58,local_4c,(float *)param_1);
}
if (param_2 != (Vector *)0x0) {
uVar1 = *(undefined4 *)(this + 0x284);
uVar2 = *(undefined4 *)(this + 0x288);
*(undefined4 *)(param_2 + 4) = *(undefined4 *)(this + 0x280);
*(undefined4 *)(param_2 + 8) = uVar1;
*(undefined4 *)param_2 = uVar2;
}
return;
}
CBaseEntity::GetVelocity((CBaseEntity *)this,param_1,param_2);
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.