L L4D2node

CalculateVelocityOffsetLocal

0x007a43d0 · 131 bytes · __cdecl

_Z28CalculateVelocityOffsetLocalP14IPhysicsObjectRK6VectorS3_RS1_S4_

Decompiled

undefined (5 params)

/* CalculateVelocityOffsetLocal(IPhysicsObject*, Vector const&, Vector const&, Vector&, Vector&) */

void CalculateVelocityOffsetLocal
               (IPhysicsObject *param_1,Vector *param_2,Vector *param_3,Vector *param_4,
               Vector *param_5)

{
  undefined1 local_40 [12];
  undefined1 local_34 [12];
  undefined1 local_28 [24];
  
  (**(code **)(*(int *)param_1 + 0xe4))(param_1,local_40,param_3);
  (**(code **)(*(int *)param_1 + 0xec))(param_1,local_34,param_2);
  (**(code **)(*(int *)param_1 + 0x104))(param_1,local_34,local_40,local_28,param_5);
  (**(code **)(*(int *)param_1 + 0xf0))(param_1,param_4,local_28);
  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)