CBasePlayer::GetSmoothedVelocity
0x007a8560 · 114 bytes · __cdecl
_ZN11CBasePlayer19GetSmoothedVelocityEv
Decompiled
undefined (0 params)
/* CBasePlayer::GetSmoothedVelocity() */
int * CBasePlayer::GetSmoothedVelocity(void)
{
char cVar1;
int *piVar2;
int *in_stack_00000004;
int *in_stack_00000008;
cVar1 = (**(code **)(*in_stack_00000008 + 0x4fc))();
if (cVar1 == '\0') {
*in_stack_00000004 = in_stack_00000008[0x77b];
in_stack_00000004[1] = in_stack_00000008[0x77c];
in_stack_00000004[2] = in_stack_00000008[0x77d];
return in_stack_00000004;
}
piVar2 = (int *)(**(code **)(*in_stack_00000008 + 0x500))();
piVar2 = (int *)(**(code **)(*piVar2 + 0x20))(piVar2);
(**(code **)(*piVar2 + 600))();
return in_stack_00000004;
}
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.