L L4D2node

CMomentaryRotButton::InputSetPosition

0x00637f20 · 735 bytes · __thiscall

_ZN19CMomentaryRotButton16InputSetPositionER11inputdata_t

Decompiled

undefined (2 params)

/* CMomentaryRotButton::InputSetPosition(inputdata_t&) */

void __thiscall
CMomentaryRotButton::InputSetPosition(CMomentaryRotButton *this,inputdata_t *param_1)

{
  longdouble lVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  undefined1 local_44 [16];
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  fVar2 = *(float *)(param_1 + 8);
  if (*(int *)(param_1 + 0x18) == 1) {
    if (fVar2 <= 0.0) {
      fVar2 = 0.0;
    }
    if (1.0 <= fVar2) {
      fVar2 = 1.0;
    }
  }
  else {
    fVar2 = 0.0;
  }
  *(float *)(this + 0x624) = fVar2;
  lVar1 = (longdouble)GetPos(this,(QAngle *)(this + 0x3a8));
  if ((float)lVar1 < *(float *)(this + 0x624)) {
    local_20 = *(float *)(this + 0x11c);
    local_28 = *(float *)(this + 0x46c) * local_20;
    local_24 = *(float *)(this + 0x470) * local_20;
    local_20 = local_20 * *(float *)(this + 0x474);
    CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&local_28);
    *(undefined4 *)(this + 0x630) = 1;
  }
  else {
    if ((float)lVar1 <= *(float *)(this + 0x624)) {
      CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&vec3_angle);
      return;
    }
    local_20 = -*(float *)(this + 0x11c);
    local_28 = *(float *)(this + 0x46c) * local_20;
    local_24 = *(float *)(this + 0x470) * local_20;
    local_20 = local_20 * *(float *)(this + 0x474);
    CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&local_28);
    *(undefined4 *)(this + 0x630) = 0xffffffff;
  }
  *(code **)(this + 0x14) = SetPositionMoveDone;
  *(undefined4 *)(this + 0x18) = 0;
  CBaseEntity::ThinkSet((_func_void *)local_44,(float)this,(char *)UpdateThink);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
  fVar2 = *(float *)(this + 0x444) * *(float *)(this + 0x624);
  local_30 = *(float *)(this + 0x470) * fVar2 + *(float *)(this + 0x610);
  local_2c = *(float *)(this + 0x474) * fVar2 + *(float *)(this + 0x614);
  local_34 = fVar2 * *(float *)(this + 0x46c) + *(float *)(this + 0x60c);
  lVar1 = (longdouble)
          CBaseToggle::AxisDelta
                    (*(int *)(this + 0x148),(QAngle *)&local_34,(QAngle *)(this + 0x3a8));
  fVar2 = *(float *)(gpGlobals + 0x1c);
  fVar3 = ABS((float)lVar1) / *(float *)(this + 0x11c);
  fVar4 = fVar2;
  if (fVar3 < fVar2) {
    local_28 = ABS((float)lVar1) / fVar2;
    fVar4 = (float)*(int *)(this + 0x630);
    local_24 = *(float *)(this + 0x470) * fVar4 * local_28;
    local_20 = *(float *)(this + 0x474) * fVar4 * local_28;
    local_28 = *(float *)(this + 0x46c) * fVar4 * local_28;
    CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&local_28);
    fVar4 = *(float *)(gpGlobals + 0x1c);
    fVar3 = fVar2;
  }
  fVar2 = fVar4 * 6.0;
  if ((fVar3 <= fVar4 * 6.0) && (fVar2 = fVar4, fVar4 <= fVar3)) {
    fVar2 = fVar3;
  }
  CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,fVar2);
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)