L L4D2node

WitchLocomotion::GetGroundAcceleration

0x00a46540 · 37 bytes · __thiscall

_ZNK15WitchLocomotion21GetGroundAccelerationEv

Decompiled

undefined (1 param)

/* WitchLocomotion::GetGroundAcceleration() const */

longdouble __thiscall WitchLocomotion::GetGroundAcceleration(WitchLocomotion *this)

{
  longdouble lVar1;
  
  if (*(float *)(this + 0x150) <= 35.0) {
    return (longdouble)10.0;
  }
  lVar1 = (longdouble)ZombieBotLocomotion::GetGroundAcceleration();
  return lVar1;
}

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)