L L4D2node

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 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)