L L4D2node

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 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)