CBaseEntity::SetLocalVelocity
0x0060c2c0 · 144 bytes · __thiscall
_ZN11CBaseEntity16SetLocalVelocityERK6Vector
Decompiled
undefined (2 params)
/* CBaseEntity::SetLocalVelocity(Vector const&) */
void __thiscall CBaseEntity::SetLocalVelocity(CBaseEntity *this,Vector *param_1)
{
if (((*(float *)(this + 0x2ec) == *(float *)param_1) &&
(*(float *)(param_1 + 4) == *(float *)(this + 0x2f0))) &&
(*(float *)(param_1 + 8) == *(float *)(this + 0x2f4))) {
return;
}
InvalidatePhysicsRecursive(this,4);
(**(code **)(*(int *)this + 0x30c))(this,this + 0x2ec);
*(undefined4 *)(this + 0x2ec) = *(undefined4 *)param_1;
*(undefined4 *)(this + 0x2f0) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(this + 0x2f4) = *(undefined4 *)(param_1 + 8);
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.