L L4D2node

CGameMovement::IsometricMove

0x0045d3e0 · 280 bytes · __thiscall

_ZN13CGameMovement13IsometricMoveEv

Decompiled

undefined (1 param)

/* CGameMovement::IsometricMove() */

void __thiscall CGameMovement::IsometricMove(CGameMovement *this)

{
  float fVar1;
  float fVar2;
  float fVar3;
  int iVar4;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  Vector local_28 [24];
  
  AngleVectors((QAngle *)(*(int *)(this + 8) + 0xc),(Vector *)&local_40,(Vector *)&local_34,local_28
              );
  local_38 = 0.0;
  local_2c = 0.0;
  fVar1 = *(float *)(*(int *)(this + 8) + 0x2c);
  fVar2 = *(float *)(*(int *)(this + 8) + 0x30);
  VectorNormalize((Vector *)&local_40);
  VectorNormalize((Vector *)&local_34);
  fVar3 = *(float *)(gpGlobals + 0x10);
  iVar4 = *(int *)(this + 8);
  *(float *)(iVar4 + 0xa0) =
       (local_30 * fVar2 + local_3c * fVar1) * fVar3 + *(float *)(iVar4 + 0xa0);
  *(float *)(iVar4 + 0xa4) =
       (local_2c * fVar2 + local_38 * fVar1) * fVar3 + *(float *)(iVar4 + 0xa4);
  *(float *)(iVar4 + 0x9c) =
       (fVar2 * local_34 + fVar1 * local_40) * fVar3 + *(float *)(iVar4 + 0x9c);
  iVar4 = *(int *)(this + 8);
  *(undefined4 *)(iVar4 + 0x40) = 0;
  *(undefined4 *)(iVar4 + 0x44) = 0;
  *(undefined4 *)(iVar4 + 0x48) = 0;
  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)