L L4D2node

CPhysMotor::InputSetTargetSpeed

0x007a49e0 · 163 bytes · __thiscall

_ZN10CPhysMotor19InputSetTargetSpeedER11inputdata_t

Decompiled

undefined (2 params)

/* CPhysMotor::InputSetTargetSpeed(inputdata_t&) */

void __thiscall CPhysMotor::InputSetTargetSpeed(CPhysMotor *this,inputdata_t *param_1)

{
  float fVar1;
  
  fVar1 = *(float *)(param_1 + 8);
  if (*(int *)(param_1 + 0x18) == 1) {
    if (*(float *)(this + 0x11c) == fVar1) {
      return;
    }
  }
  else {
    fVar1 = 0.0;
    if (*(float *)(this + 0x11c) == 0.0) {
      return;
    }
  }
  *(float *)(this + 0x11c) = fVar1;
  TargetSpeedChanged(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)