CFuncRotating::RotateMove
0x006334b0 · 319 bytes · __thiscall
_ZN13CFuncRotating10RotateMoveEv
Decompiled
undefined (1 param)
/* CFuncRotating::RotateMove() */
void __thiscall CFuncRotating::RotateMove(CFuncRotating *this)
{
float fVar1;
float *pfVar2;
int iVar3;
float fVar4;
float local_18;
float local_14;
float local_10;
CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,10.0);
if (this[0x478] != (CFuncRotating)0x0) {
CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,*(float *)(gpGlobals + 0x1c));
if (*(float *)(this + 0x440) == 0.0) {
if (*(float *)(this + 0x444) == 0.0) {
pfVar2 = &local_10;
iVar3 = 8;
}
else {
pfVar2 = &local_14;
iVar3 = 4;
}
}
else {
pfVar2 = &local_18;
iVar3 = 0;
}
fVar4 = (float)((int)((*(float *)(this + iVar3 + 0x3a8) - *(float *)(this + iVar3 + 0x46c)) *
182.04445) & 0xffff) * 0.005493164;
if (180.0 < fVar4) {
fVar4 = fVar4 - 360.0;
}
fVar1 = *(float *)(gpGlobals + 0x1c);
local_10 = *(float *)(this + 0x288) * fVar1;
local_18 = *(float *)(this + 0x280) * fVar1;
local_14 = *(float *)(this + 0x284) * fVar1;
if (ABS(fVar4) < ABS(*pfVar2)) {
SetTargetSpeed(this,0.0);
CBaseEntity::SetLocalAngles((CBaseEntity *)this,(QAngle *)(this + 0x46c));
this[0x478] = (CFuncRotating)0x0;
}
}
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.