L L4D2node

CCSPlayer::ResetMaxSpeed

0x00652480 · 178 bytes · __thiscall

_ZN9CCSPlayer13ResetMaxSpeedEv

Decompiled

undefined (1 param)

/* CCSPlayer::ResetMaxSpeed() */

void __thiscall CCSPlayer::ResetMaxSpeed(CCSPlayer *this)

{
  CBaseEdict *this_00;
  int *piVar1;
  int iVar2;
  longdouble lVar3;
  float fVar4;
  
  piVar1 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
  fVar4 = 900.0;
  if (((((byte)this[0x1d20] & 8) == 0) && (fVar4 = 227.0, this[0x23e3] == (CCSPlayer)0x0)) &&
     (fVar4 = 240.0, piVar1 != (int *)0x0)) {
    lVar3 = (longdouble)(**(code **)(*piVar1 + 0x634))(piVar1);
    fVar4 = (float)lVar3;
    if (fVar4 != *(float *)(this + 0x1ff8)) goto LAB_006524f0;
  }
  else if (fVar4 != *(float *)(this + 0x1ff8)) {
LAB_006524f0:
    if (this[0x6c] == (CCSPlayer)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
      *(float *)(this + 0x1ff8) = fVar4;
    }
    else {
      this[0x70] = (CCSPlayer)((byte)this[0x70] | 1);
      *(float *)(this + 0x1ff8) = fVar4;
    }
    return;
  }
  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)