L L4D2node

CPhysMotor::TargetSpeedChanged

0x007a4980 · 81 bytes · __thiscall

_ZN10CPhysMotor18TargetSpeedChangedEv

Decompiled

undefined (1 param)

/* CPhysMotor::TargetSpeedChanged() */

void __thiscall CPhysMotor::TargetSpeedChanged(CPhysMotor *this)

{
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
  *(undefined4 *)(this + 0x454) = *(undefined4 *)(gpGlobals + 0xc);
                    /* WARNING: Could not recover jumptable at 0x007a49cf. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(**(int **)(this + 0x45c) + 0x20))();
  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)