L L4D2node

CFuncRotating::SpinDown

0x00633260 · 163 bytes · __thiscall

_ZN13CFuncRotating8SpinDownEf

Decompiled

undefined (2 params)

/* CFuncRotating::SpinDown(float) */

byte __thiscall CFuncRotating::SpinDown(CFuncRotating *this,float param_1)

{
  float fVar1;
  byte bVar2;
  
  fVar1 = ABS(*(float *)(this + 0x11c)) - *(float *)(this + 0x45c) * *(float *)(this + 0x44c) * 0.1;
  if (fVar1 <= 0.0) {
    fVar1 = 0.0;
  }
  if (fVar1 <= ABS(param_1)) {
    bVar2 = (byte)this[0x478] ^ 1;
  }
  else {
    bVar2 = 0;
    param_1 = fVar1;
    if (*(float *)(this + 0x11c) < 0.0) {
      bVar2 = 0;
      param_1 = -fVar1;
    }
  }
  UpdateSpeed(this,param_1);
  return bVar2;
}

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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)