L L4D2node

CFuncRotating::SpinDownMove

0x00633600 · 110 bytes · __thiscall

_ZN13CFuncRotating12SpinDownMoveEv

Decompiled

undefined (1 param)

/* CFuncRotating::SpinDownMove() */

void __thiscall CFuncRotating::SpinDownMove(CFuncRotating *this)

{
  char cVar1;
  float fVar2;
  
  cVar1 = SpinDown(this,*(float *)(this + 0x458));
  if (cVar1 == '\0') {
    fVar2 = 0.1;
    if (this[0x478] != (CFuncRotating)0x0) {
      fVar2 = *(float *)(gpGlobals + 0x1c);
    }
    CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,fVar2);
    return;
  }
  *(code **)(this + 0x14) = RotateMove;
  *(undefined4 *)(this + 0x18) = 0;
  RotateMove(this);
  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)