CBaseEntity::AddStepDiscontinuity
0x0060dd20 · 166 bytes · __thiscall
_ZN11CBaseEntity20AddStepDiscontinuityEfRK6VectorRK6QAngle
Decompiled
undefined (4 params)
/* CBaseEntity::AddStepDiscontinuity(float, Vector const&, QAngle const&) */
undefined4 __thiscall
CBaseEntity::AddStepDiscontinuity(CBaseEntity *this,float param_1,Vector *param_2,QAngle *param_3)
{
undefined4 uVar1;
int iVar2;
if (this[0x186] == (CBaseEntity)0x3) {
uVar1 = HasDataObjectType(this,2);
if ((char)uVar1 != '\0') {
iVar2 = GetDataObject(this,2);
if (iVar2 != 0) {
*(int *)(iVar2 + 0x44) = (int)(param_1 / *(float *)(gpGlobals + 0x1c) + 0.5);
*(undefined4 *)(iVar2 + 0x48) = *(undefined4 *)param_2;
*(undefined4 *)(iVar2 + 0x4c) = *(undefined4 *)(param_2 + 4);
*(undefined4 *)(iVar2 + 0x50) = *(undefined4 *)(param_2 + 8);
AngleQuaternion(param_3,(Quaternion *)(iVar2 + 0x54));
return uVar1;
}
}
}
return 0;
}
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.