L L4D2node

CBaseAnimating::GetGroundSpeedVelocity

0x005e29e0 · 250 bytes · __cdecl

_ZN14CBaseAnimating22GetGroundSpeedVelocityEv

Decompiled

undefined (0 params)

/* CBaseAnimating::GetGroundSpeedVelocity() */

float * CBaseAnimating::GetGroundSpeedVelocity(void)

{
  float fVar1;
  int iVar2;
  int *piVar3;
  longdouble lVar4;
  float *in_stack_00000004;
  CBaseAnimating *in_stack_00000008;
  undefined4 local_24;
  float local_20;
  undefined4 local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  piVar3 = *(int **)(in_stack_00000008 + 0x13e0);
  if (piVar3 == (int *)0x0) {
    iVar2 = CBaseEntity::GetModel((CBaseEntity *)in_stack_00000008);
    if (iVar2 == 0) {
      piVar3 = *(int **)(in_stack_00000008 + 0x13e0);
    }
    else {
      LockStudioHdr(in_stack_00000008);
      piVar3 = *(int **)(in_stack_00000008 + 0x13e0);
    }
    if (piVar3 == (int *)0x0) goto LAB_005e2ac2;
  }
  if (*piVar3 != 0) {
    lVar4 = (longdouble)GetSequenceMoveYaw(in_stack_00000008,*(int *)(in_stack_00000008 + 0x494));
    local_24 = 0;
    local_1c = 0;
    local_20 = (float)lVar4 + *(float *)(in_stack_00000008 + 0x3ac);
    AngleVectors((QAngle *)&local_24,(Vector *)&local_18);
    fVar1 = *(float *)(in_stack_00000008 + 0x440);
    *in_stack_00000004 = fVar1 * local_18;
    in_stack_00000004[1] = local_14 * fVar1;
    in_stack_00000004[2] = local_10 * fVar1;
    return in_stack_00000004;
  }
LAB_005e2ac2:
  *in_stack_00000004 = vec3_origin;
  in_stack_00000004[1] = DAT_01053d4c;
  in_stack_00000004[2] = DAT_01053d50;
  return in_stack_00000004;
}

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)