L L4D2node

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 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)