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 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.