L L4D2node

CMomentaryRotButton::OutputMovementComplete

0x00638840 · 133 bytes · __thiscall

_ZN19CMomentaryRotButton22OutputMovementCompleteEv

Decompiled

undefined (1 param)

/* CMomentaryRotButton::OutputMovementComplete() */

void __thiscall CMomentaryRotButton::OutputMovementComplete(CMomentaryRotButton *this)

{
  if (*(float *)(this + 0x624) == 1.0) {
    COutputEvent::FireOutput
              ((COutputEvent *)(this + 0x5d8),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
  }
  else if (*(float *)(this + 0x624) == 0.0) {
    COutputEvent::FireOutput
              ((COutputEvent *)(this + 0x5c0),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
  }
  COutputEvent::FireOutput
            ((COutputEvent *)(this + 0x5f0),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
  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)