CFuncMoveLinear::NetworkStateChanged_m_vecVelocity
0x006c2550 · 50 bytes · __cdecl
_ZN15CFuncMoveLinear33NetworkStateChanged_m_vecVelocityEPv
Decompiled
undefined (1 param)
/* CFuncMoveLinear::NetworkStateChanged_m_vecVelocity(void*) */
void CFuncMoveLinear::NetworkStateChanged_m_vecVelocity(void *param_1)
{
CBaseEdict *this;
int iVar1;
if (*(char *)((int)param_1 + 0x6c) == '\0') {
this = *(CBaseEdict **)((int)param_1 + 0x30);
if (this != (CBaseEdict *)0x0) {
*(uint *)this = *(uint *)this | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this);
*(undefined2 *)(iVar1 + 2) = 0;
}
return;
}
*(byte *)((int)param_1 + 0x70) = *(byte *)((int)param_1 + 0x70) | 1;
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.