SurvivorBody::GetMaxHeadAngularVelocity
0x00937540 · 93 bytes · __thiscall
_ZNK12SurvivorBody25GetMaxHeadAngularVelocityEv
Decompiled
undefined (1 param)
/* SurvivorBody::GetMaxHeadAngularVelocity() const */
longdouble __thiscall SurvivorBody::GetMaxHeadAngularVelocity(SurvivorBody *this)
{
char cVar1;
int iVar2;
CTerrorPlayer *this_00;
iVar2 = (**(code **)(*(int *)this + 0xb0))(this);
this_00 = (CTerrorPlayer *)0x0;
if (iVar2 != 0) {
this_00 = (CTerrorPlayer *)(iVar2 + -0x4028);
}
cVar1 = CTerrorPlayer::IsInCombat(this_00,false);
if (cVar1 == '\0') {
return (longdouble)*(float *)(SurvivorBotNormalSaccadeSpeed._28_4_ + 0x2c);
}
return (longdouble)*(float *)(SurvivorBotCombatSaccadeSpeed._28_4_ + 0x2c);
}
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.