L L4D2node

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 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)