L L4D2node

CBasePlayer::GetGroundVPhysics

0x007af750 · 71 bytes · __thiscall

_ZN11CBasePlayer17GetGroundVPhysicsEv

Decompiled

undefined (1 param)

/* CBasePlayer::GetGroundVPhysics() */

int * __thiscall CBasePlayer::GetGroundVPhysics(CBasePlayer *this)

{
  int *piVar1;
  char cVar2;
  int iVar3;
  
  iVar3 = CBaseEntity::GetGroundEntity((CBaseEntity *)this);
  if (((iVar3 != 0) && (*(char *)(iVar3 + 0x186) == '\x06')) &&
     (piVar1 = *(int **)(iVar3 + 0x238), piVar1 != (int *)0x0)) {
    cVar2 = (**(code **)(*piVar1 + 0x2c))(piVar1);
    if (cVar2 != '\0') {
      return piVar1;
    }
  }
  return (int *)0x0;
}

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)