L L4D2node

CBaseAnimating::GetEntryVelocity

0x005e21f0 · 185 bytes · __thiscall

_ZN14CBaseAnimating16GetEntryVelocityEi

Decompiled

undefined (2 params)

/* CBaseAnimating::GetEntryVelocity(int) */

longdouble __thiscall CBaseAnimating::GetEntryVelocity(CBaseAnimating *this,int param_1)

{
  int iVar1;
  CStudioHdr *pCVar2;
  float fVar3;
  float local_18;
  float local_14;
  float local_10;
  
  pCVar2 = *(CStudioHdr **)(this + 0x13e0);
  if (pCVar2 == (CStudioHdr *)0x0) {
    iVar1 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar1 == 0) {
      pCVar2 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      pCVar2 = *(CStudioHdr **)(this + 0x13e0);
    }
    fVar3 = 0.0;
    if (pCVar2 == (CStudioHdr *)0x0) goto LAB_005e2267;
  }
  if (*(int *)pCVar2 == 0) {
    fVar3 = 0.0;
  }
  else {
    Studio_SeqVelocity(pCVar2,param_1,0.0,(float *)(this + 0x498),(Vector *)&local_18);
    fVar3 = SQRT(local_18 * local_18 + local_10 * local_10 + local_14 * local_14);
  }
LAB_005e2267:
  return (longdouble)fVar3;
}

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)