L L4D2node

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 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)