CFuncConveyor::GetGroundVelocityToApply
0x006300a0 · 65 bytes · __thiscall
_ZN13CFuncConveyor24GetGroundVelocityToApplyER6Vector
Decompiled
undefined (2 params)
/* CFuncConveyor::GetGroundVelocityToApply(Vector&) */
void __thiscall CFuncConveyor::GetGroundVelocityToApply(CFuncConveyor *this,Vector *param_1)
{
float fVar1;
float fVar2;
float fVar3;
fVar1 = *(float *)(this + 0x11c);
fVar2 = *(float *)(this + 0x44c);
fVar3 = *(float *)(this + 0x444);
*(float *)(param_1 + 4) = *(float *)(this + 0x448) * fVar1;
*(float *)(param_1 + 8) = fVar2 * fVar1;
*(float *)param_1 = fVar1 * fVar3;
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.