Script_GetPhysVelocity
0x00b43d00 · 193 bytes · __cdecl
_ZL22Script_GetPhysVelocityP9HSCRIPT__
Decompiled
undefined (1 param)
/* Script_GetPhysVelocity(HSCRIPT__*) */
CBaseEntity * Script_GetPhysVelocity(HSCRIPT__ *param_1)
{
code *pcVar1;
ScriptClassDesc_t *pSVar2;
CBaseEntity *this;
int iVar3;
if (param_1 == (HSCRIPT__ *)0x0) {
this = (CBaseEntity *)0x0;
}
else {
pcVar1 = *(code **)(*g_pScriptVM + 0x68);
pSVar2 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
this = (CBaseEntity *)(*pcVar1)(g_pScriptVM,param_1,pSVar2);
}
if (this[0x186] != (CBaseEntity)0x6) {
if (((byte)this[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity(this);
}
return this + 0x274;
}
if (Script_GetPhysVelocity(HSCRIPT__*)::vVel == '\0') {
iVar3 = __cxa_guard_acquire(&Script_GetPhysVelocity(HSCRIPT__*)::vVel);
if (iVar3 != 0) {
__cxa_guard_release(&Script_GetPhysVelocity(HSCRIPT__*)::vVel);
}
}
(**(code **)(**(int **)(this + 0x238) + 0xd4))
(*(int **)(this + 0x238),Script_GetPhysVelocity(HSCRIPT__*)::vVel,0);
return (CBaseEntity *)Script_GetPhysVelocity(HSCRIPT__*)::vVel;
}
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.