CMomentaryRotButton::UpdateTarget
0x00634ce0 · 140 bytes · __regparm3
_ZN19CMomentaryRotButton12UpdateTargetEfP11CBaseEntity.part.28
Decompiled
undefined (2 params)
/* CMomentaryRotButton::UpdateTarget(float, CBaseEntity*) [clone .part.28] */
void __regparm3 CMomentaryRotButton::UpdateTarget(float param_1,CBaseEntity *param_2)
{
float in_XMM0_Da;
undefined1 local_34 [4];
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
if (in_XMM0_Da != *(float *)((int)param_1 + 0x590)) {
variant_t::Set((variant_t *)((int)param_1 + 0x590),1,local_34);
local_30 = *(undefined4 *)((int)param_1 + 0x590);
local_2c = *(undefined4 *)((int)param_1 + 0x594);
local_28 = *(undefined4 *)((int)param_1 + 0x598);
local_24 = *(undefined4 *)((int)param_1 + 0x59c);
local_20 = *(undefined4 *)((int)param_1 + 0x5a0);
CBaseEntityOutput::FireOutput
((CBaseEntityOutput *)((int)param_1 + 0x590),&local_30,param_2,param_1,0);
}
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.