CTriggerVPhysicsMotion::InputSetVelocityLimitTime
0x00b1c720 · 144 bytes · __thiscall
_ZN22CTriggerVPhysicsMotion25InputSetVelocityLimitTimeER11inputdata_t
Decompiled
undefined (2 params)
/* CTriggerVPhysicsMotion::InputSetVelocityLimitTime(inputdata_t&) */
void __thiscall
CTriggerVPhysicsMotion::InputSetVelocityLimitTime(CTriggerVPhysicsMotion *this,inputdata_t *param_1)
{
int iVar1;
char *pcVar2;
longdouble lVar3;
float local_14;
undefined4 local_10;
lVar3 = (longdouble)LinearLimit(this);
iVar1 = gpGlobals;
*(float *)(this + 0x47c) = (float)lVar3;
*(undefined4 *)(this + 0x480) = *(undefined4 *)(iVar1 + 0xc);
if (*(int *)(param_1 + 0x18) == 2) {
pcVar2 = "";
if (*(char **)(param_1 + 8) != (char *)0x0) {
pcVar2 = *(char **)(param_1 + 8);
}
}
else {
pcVar2 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
}
UTIL_StringToFloatArray(&local_14,2,pcVar2);
*(float *)(this + 0x470) = local_14;
*(undefined4 *)(this + 0x478) = local_10;
return;
}
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.