L L4D2node

Pickup_DefaultPhysGunLaunchVelocity

0x007d5db0 · 54 bytes · __cdecl

_Z35Pickup_DefaultPhysGunLaunchVelocityRK6Vectorf

Decompiled

undefined (2 params)

/* Pickup_DefaultPhysGunLaunchVelocity(Vector const&, float) */

void Pickup_DefaultPhysGunLaunchVelocity(Vector *param_1,float param_2)

{
  float fVar1;
  float in_stack_0000000c;
  
  *(float *)param_1 = *(float *)param_2 * in_stack_0000000c;
  fVar1 = *(float *)((int)param_2 + 8);
  *(float *)(param_1 + 4) = *(float *)((int)param_2 + 4) * in_stack_0000000c;
  *(float *)(param_1 + 8) = in_stack_0000000c * fVar1;
  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)