L L4D2node

Path::MoveCursor

0x003e3230 · 148 bytes · __thiscall

_ZN4Path10MoveCursorEfNS_14MoveCursorTypeE

Decompiled

undefined (3 params)

/* Path::MoveCursor(float, Path::MoveCursorType) */

void __thiscall Path::MoveCursor(Path *this,float param_1,int param_3)

{
  longdouble lVar1;
  
  if (param_3 != 0) {
    param_1 = param_1 + *(float *)(this + 0x4420);
  }
  *(float *)(this + 0x4420) = param_1;
  if (0.0 <= param_1) {
    lVar1 = (longdouble)(**(code **)(*(int *)this + 8))(this);
    if (param_1 <= (float)lVar1) {
      this[0x4444] = (Path)0x1;
      return;
    }
    lVar1 = (longdouble)(**(code **)(*(int *)this + 8))(this);
    this[0x4444] = (Path)0x1;
    *(float *)(this + 0x4420) = (float)lVar1;
    return;
  }
  *(undefined4 *)(this + 0x4420) = 0;
  this[0x4444] = (Path)0x1;
  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)