L L4D2node

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 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)