L L4D2node

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 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)