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 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.