L L4D2node

CPhysMotor::CalculateAcceleration

0x007a4920 · 85 bytes · __thiscall

_ZN10CPhysMotor21CalculateAccelerationEv

Decompiled

undefined (1 param)

/* CPhysMotor::CalculateAcceleration() */

void __thiscall CPhysMotor::CalculateAcceleration(CPhysMotor *this)

{
  if (*(float *)(this + 0x448) == 0.0) {
    *(uint *)(this + 0x450) = *(uint *)(this + 0x11c) & 0x7fffffff;
    return;
  }
  *(float *)(this + 0x450) = ABS(*(float *)(this + 0x11c) / *(float *)(this + 0x448));
  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)