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 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.