CGameMovement::SetDuckedEyeOffset
0x0045c2c0 · 237 bytes · __thiscall
_ZN13CGameMovement18SetDuckedEyeOffsetEf
Decompiled
undefined (2 params)
/* CGameMovement::SetDuckedEyeOffset(float) */
void __thiscall CGameMovement::SetDuckedEyeOffset(CGameMovement *this,float param_1)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
char cVar5;
int iVar6;
undefined4 *puVar7;
undefined4 local_18;
undefined4 local_14;
float local_10;
cVar5 = (**(code **)(**(int **)(this + 4) + 300))(*(int **)(this + 4));
if (cVar5 == '\0') {
return;
}
iVar6 = (**(code **)(*(int *)this + 0x1c))(this,1);
fVar1 = *(float *)(iVar6 + 8);
iVar6 = (**(code **)(*(int *)this + 0x1c))(this,0);
fVar2 = *(float *)(iVar6 + 8);
iVar6 = (**(code **)(*(int *)this + 0x24))(this,1);
fVar3 = *(float *)(iVar6 + 8);
iVar6 = (**(code **)(*(int *)this + 0x24))(this,0);
fVar4 = *(float *)(iVar6 + 8);
puVar7 = (undefined4 *)(**(code **)(**(int **)(this + 4) + 0x250))(*(int **)(this + 4));
local_18 = *puVar7;
local_14 = puVar7[1];
local_10 = (fVar3 - (fVar1 - fVar2)) * param_1 + (1.0 - param_1) * fVar4;
(**(code **)(**(int **)(this + 4) + 0x254))(*(int **)(this + 4),&local_18);
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.