CFuncElevator::GetFloorForHeight
0x006bd310 · 107 bytes · __thiscall
_ZNK13CFuncElevator17GetFloorForHeightEf
Decompiled
undefined (2 params)
/* CFuncElevator::GetFloorForHeight(float) const */
int __thiscall CFuncElevator::GetFloorForHeight(CFuncElevator *this,float param_1)
{
int iVar1;
int iVar2;
int iVar3;
float fVar4;
float fVar5;
if (*(int *)(this + 0x54c) < 1) {
iVar1 = -1;
}
else {
iVar2 = 0;
iVar3 = 0;
fVar5 = 100.0;
iVar1 = -1;
do {
fVar4 = ABS(*(float *)(*(int *)(this + 0x540) + iVar2) - param_1);
if (fVar4 < fVar5) {
iVar1 = iVar3;
fVar5 = fVar4;
}
iVar3 = iVar3 + 1;
iVar2 = iVar2 + 0xc;
} while (iVar3 != *(int *)(this + 0x54c));
}
return iVar1;
}
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.