L L4D2node

CBaseEntity::GetVelocity

0x0060adc0 · 181 bytes · __thiscall

_ZN11CBaseEntity11GetVelocityEP6VectorS1_

Decompiled

undefined (3 params)

/* CBaseEntity::GetVelocity(Vector*, Vector*) */

void __thiscall CBaseEntity::GetVelocity(CBaseEntity *this,Vector *param_1,Vector *param_2)

{
  undefined4 uVar1;
  undefined4 uVar2;
  
  if ((this[0x186] == (CBaseEntity)0x6) && (*(int **)(this + 0x238) != (int *)0x0)) {
                    /* WARNING: Could not recover jumptable at 0x0060ae6a. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(**(int **)(this + 0x238) + 0xd4))();
    return;
  }
  if (param_1 != (Vector *)0x0) {
    if (((byte)this[0x14d] & 0x10) != 0) {
      CalcAbsoluteVelocity(this);
    }
    *(undefined4 *)param_1 = *(undefined4 *)(this + 0x274);
    *(undefined4 *)(param_1 + 4) = *(undefined4 *)(this + 0x278);
    *(undefined4 *)(param_1 + 8) = *(undefined4 *)(this + 0x27c);
  }
  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;
}

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)