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 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.