ComputeMoveTowardVector
0x004fafb0 · 175 bytes · __cdecl
_Z23ComputeMoveTowardVectorP13CTerrorPlayerRK6VectorP9CMoveData
Decompiled
undefined (3 params)
/* ComputeMoveTowardVector(CTerrorPlayer*, Vector const&, CMoveData*) */
void ComputeMoveTowardVector(CTerrorPlayer *param_1,Vector *param_2,CMoveData *param_3)
{
float fVar1;
int iVar2;
float local_40;
float local_3c;
undefined4 local_38;
QAngle local_34 [4];
float local_30;
QAngle local_28 [4];
float local_24;
local_3c = 0.0;
local_38 = 0;
local_40 = 1.0;
VectorAngles((Vector *)&local_40,local_34);
VectorAngles(param_2,local_28);
iVar2 = (**(code **)(*(int *)param_1 + 0x238))(param_1);
local_30 = (local_30 - local_24) + *(float *)(iVar2 + 4);
AngleVectors(local_34,(Vector *)&local_40);
fVar1 = *(float *)(param_1 + 0x1ff8);
*(undefined4 *)(param_3 + 0x34) = 0;
*(float *)(param_3 + 0x30) = local_3c * fVar1;
*(float *)(param_3 + 0x2c) = fVar1 * local_40;
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.