L L4D2node

CFuncRotating::SetTargetSpeed

0x00633310 · 253 bytes · __thiscall

_ZN13CFuncRotating14SetTargetSpeedEf

Decompiled

undefined (2 params)

/* CFuncRotating::SetTargetSpeed(float) */

void __thiscall CFuncRotating::SetTargetSpeed(CFuncRotating *this,float param_1)

{
  float fVar1;
  float fVar2;
  
  fVar2 = ABS(param_1);
  if (this[0x468] != (CFuncRotating)0x0) {
    fVar2 = -fVar2;
  }
  *(float *)(this + 0x458) = fVar2;
  if (((byte)this[0x148] & 0x10) == 0) {
    UpdateSpeed(this,fVar2);
    *(code **)(this + 0x14) = RotateMove;
    *(undefined4 *)(this + 0x18) = 0;
  }
  else {
    fVar1 = *(float *)(this + 0x11c);
    if (((0.0 < fVar1) && (fVar2 < 0.0)) || ((fVar1 < 0.0 && (0.0 < fVar2)))) {
      *(code **)(this + 0x14) = ReverseMove;
      *(undefined4 *)(this + 0x18) = 0;
    }
    else if (ABS(fVar2) <= ABS(fVar1)) {
      if (ABS(fVar1) <= ABS(fVar2)) {
        *(code **)(this + 0x14) = RotateMove;
        *(undefined4 *)(this + 0x18) = 0;
      }
      else {
        *(code **)(this + 0x14) = SpinDownMove;
        *(undefined4 *)(this + 0x18) = 0;
      }
    }
    else {
      *(code **)(this + 0x14) = SpinUpMove;
      *(undefined4 *)(this + 0x18) = 0;
    }
  }
  fVar2 = 0.1;
  if (this[0x478] != (CFuncRotating)0x0) {
    fVar2 = *(float *)(gpGlobals + 0x1c);
  }
  CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,fVar2);
  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)