L L4D2node

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 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)