CFuncRotating::InputSetSpeed
0x006336f0 · 94 bytes · __thiscall
_ZN13CFuncRotating13InputSetSpeedER11inputdata_t
Decompiled
undefined (2 params)
/* CFuncRotating::InputSetSpeed(inputdata_t&) */
void __thiscall CFuncRotating::InputSetSpeed(CFuncRotating *this,inputdata_t *param_1)
{
CFuncRotating CVar1;
float fVar2;
CVar1 = (CFuncRotating)0x0;
fVar2 = 0.0;
this[0x478] = (CFuncRotating)0x0;
if (*(int *)(param_1 + 0x18) == 1) {
fVar2 = ABS(*(float *)(param_1 + 8));
if (fVar2 <= 0.0) {
fVar2 = 0.0;
}
CVar1 = (CFuncRotating)(*(float *)(param_1 + 8) < 0.0);
if (1.0 <= fVar2) {
fVar2 = 1.0;
}
}
this[0x468] = CVar1;
SetTargetSpeed(this,fVar2 * *(float *)(this + 0x45c));
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.