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 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.