CFuncRotating::SpinUpMove
0x006338c0 · 252 bytes · __thiscall
_ZN13CFuncRotating10SpinUpMoveEv
Decompiled
undefined (1 param)
/* CFuncRotating::SpinUpMove() */
void __thiscall CFuncRotating::SpinUpMove(CFuncRotating *this)
{
CFuncRotating CVar1;
float fVar2;
float fVar3;
fVar2 = *(float *)(this + 0x45c) * *(float *)(this + 0x44c) * 0.2 + ABS(*(float *)(this + 0x11c));
fVar3 = *(float *)(this + 0x458);
if (ABS(fVar2) < ABS(fVar3)) {
if (fVar3 < 0.0) {
UpdateSpeed(this,-fVar2);
}
else {
UpdateSpeed(this,fVar2);
}
}
else {
CVar1 = this[0x478];
UpdateSpeed(this,fVar3);
if (CVar1 == (CFuncRotating)0x0) {
*(code **)(this + 0x14) = RotateMove;
*(undefined4 *)(this + 0x18) = 0;
RotateMove(this);
}
}
fVar3 = 0.1;
if (this[0x478] != (CFuncRotating)0x0) {
fVar3 = *(float *)(gpGlobals + 0x1c);
}
CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,fVar3);
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.