L L4D2node

CMomentaryRotButton::UseMoveDone

0x006384d0 · 320 bytes · __thiscall

_ZN19CMomentaryRotButton11UseMoveDoneEv

Decompiled

undefined (1 param)

/* CMomentaryRotButton::UseMoveDone() */

void __thiscall CMomentaryRotButton::UseMoveDone(CMomentaryRotButton *this)

{
  uint uVar1;
  CBaseEntity *pCVar2;
  undefined *puVar3;
  undefined1 local_14 [8];
  
  CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&vec3_angle);
  GetPos(this,(QAngle *)(this + 0x3a8));
  if (this[0x62c] != (CMomentaryRotButton)0x0) {
    UpdateTarget((float)this,(CBaseEntity *)this);
  }
  uVar1 = *(uint *)(this + 0x494);
  pCVar2 = (CBaseEntity *)0x0;
  if (((uVar1 != 0xffffffff) &&
      (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
    pCVar2 = *(CBaseEntity **)(puVar3 + 4);
  }
  COutputEvent::FireOutput((COutputEvent *)(this + 0x5a8),pCVar2,(CBaseEntity *)this,0.0);
  *(undefined4 *)(this + 0x608) = 0;
  if ((((byte)this[0x148] & 0x20) == 0) && (0.0 < *(float *)(this + 0x634))) {
    *(code **)(this + 0x14) = ReturnMoveDone;
    *(undefined4 *)(this + 0x18) = 0;
    *(undefined4 *)(this + 0x630) = 0xffffffff;
    CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,0.1);
    return;
  }
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 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)