L L4D2node

CMomentaryRotButton::SetPositionMoveDone

0x006388d0 · 631 bytes · __thiscall

_ZN19CMomentaryRotButton19SetPositionMoveDoneEv

Decompiled

undefined (1 param)

/* CMomentaryRotButton::SetPositionMoveDone() */

void __thiscall CMomentaryRotButton::SetPositionMoveDone(CMomentaryRotButton *this)

{
  longdouble lVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  lVar1 = (longdouble)GetPos(this,(QAngle *)(this + 0x3a8));
  fVar2 = *(float *)(this + 0x624);
  if (fVar2 <= (float)lVar1) {
    if (*(int *)(this + 0x630) == 1) goto LAB_006389f1;
    if (fVar2 < (float)lVar1) goto LAB_0063891e;
  }
  if (*(int *)(this + 0x630) != -1) {
LAB_0063891e:
    fVar2 = fVar2 * *(float *)(this + 0x444);
    local_20 = *(float *)(this + 0x470) * fVar2 + *(float *)(this + 0x610);
    local_1c = *(float *)(this + 0x474) * fVar2 + *(float *)(this + 0x614);
    local_24 = fVar2 * *(float *)(this + 0x46c) + *(float *)(this + 0x60c);
    lVar1 = (longdouble)
            CBaseToggle::AxisDelta
                      (*(int *)(this + 0x148),(QAngle *)&local_24,(QAngle *)(this + 0x3a8));
    fVar2 = *(float *)(gpGlobals + 0x1c);
    fVar3 = ABS((float)lVar1) / *(float *)(this + 0x11c);
    fVar4 = fVar2;
    if (fVar3 < fVar2) {
      fVar4 = (float)*(int *)(this + 0x630);
      local_18 = ABS((float)lVar1) / fVar2;
      local_14 = *(float *)(this + 0x470) * fVar4 * local_18;
      local_10 = *(float *)(this + 0x474) * fVar4 * local_18;
      local_18 = *(float *)(this + 0x46c) * fVar4 * local_18;
      CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&local_18);
      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;
  }
LAB_006389f1:
  CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&vec3_angle);
  fVar2 = *(float *)(this + 0x444) * *(float *)(this + 0x624);
  local_14 = *(float *)(this + 0x470) * fVar2 + *(float *)(this + 0x610);
  local_10 = *(float *)(this + 0x474) * fVar2 + *(float *)(this + 0x614);
  local_18 = fVar2 * *(float *)(this + 0x46c) + *(float *)(this + 0x60c);
  CBaseEntity::SetLocalAngles((CBaseEntity *)this,(QAngle *)&local_18);
  CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
  CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,-1.0);
  if (this[0x62c] == (CMomentaryRotButton)0x0) {
    OutputMovementComplete(this);
  }
  else {
    UpdateTarget((float)this,(CBaseEntity *)this);
    OutputMovementComplete(this);
  }
  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)