L L4D2node

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 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)