L L4D2node

CTriggerVPhysicsMotion::LinearLimit

0x00b1c6a0 · 117 bytes · __thiscall

_ZN22CTriggerVPhysicsMotion11LinearLimitEv

Decompiled

undefined (1 param)

/* CTriggerVPhysicsMotion::LinearLimit() */

longdouble __thiscall CTriggerVPhysicsMotion::LinearLimit(CTriggerVPhysicsMotion *this)

{
  float fVar1;
  float fVar2;
  
  fVar1 = *(float *)(this + 0x478);
  if (fVar1 != 0.0) {
    fVar2 = *(float *)(gpGlobals + 0xc) - *(float *)(this + 0x480);
    if (fVar2 < fVar1) {
      return (longdouble)
             ((*(float *)(this + 0x470) - *(float *)(this + 0x47c)) * (fVar2 / fVar1) +
             *(float *)(this + 0x47c));
    }
    *(undefined4 *)(this + 0x478) = 0;
  }
  return (longdouble)*(float *)(this + 0x470);
}

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)