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 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.