L L4D2node

CBaseToggle::GetGroundVelocityToApply

0x00833a90 · 49 bytes · __thiscall

_ZN11CBaseToggle24GetGroundVelocityToApplyER6Vector

Decompiled

undefined (2 params)

/* CBaseToggle::GetGroundVelocityToApply(Vector&) */

void __thiscall CBaseToggle::GetGroundVelocityToApply(CBaseToggle *this,Vector *param_1)

{
  *(undefined4 *)param_1 = *(undefined4 *)(this + 0x2ec);
  *(undefined4 *)(param_1 + 4) = *(undefined4 *)(this + 0x2f0);
  *(undefined4 *)(param_1 + 8) = *(undefined4 *)(this + 0x2f4);
  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)