CGib::LimitVelocity
0x006d5300 · 153 bytes · __thiscall
_ZN4CGib13LimitVelocityEv
Decompiled
undefined (1 param)
/* CGib::LimitVelocity() */
void __thiscall CGib::LimitVelocity(CGib *this)
{
longdouble lVar1;
float local_18;
float local_14;
float local_10;
if (((byte)this[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
}
local_18 = *(float *)(this + 0x274);
local_14 = *(float *)(this + 0x278);
local_10 = *(float *)(this + 0x27c);
lVar1 = (longdouble)VectorNormalize((Vector *)&local_18);
if (1500.0 < (float)lVar1) {
local_18 = local_18 * 1500.0;
local_14 = local_14 * 1500.0;
local_10 = local_10 * 1500.0;
CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&local_18);
}
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.