CFuncMoveLinear::InputResetPosition
0x006c0a40 · 238 bytes · __thiscall
_ZN15CFuncMoveLinear18InputResetPositionER11inputdata_t
Decompiled
undefined (2 params)
/* CFuncMoveLinear::InputResetPosition(inputdata_t&) */
void __thiscall CFuncMoveLinear::InputResetPosition(CFuncMoveLinear *this,inputdata_t *param_1)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
fVar2 = *(float *)(param_1 + 8);
if (*(int *)(param_1 + 0x18) != 1) {
fVar2 = 0.0;
}
fVar1 = *(float *)(this + 0x4d8);
*(float *)(this + 0x4d4) = fVar2;
fVar4 = *(float *)(this + 0x39c) - fVar2 * *(float *)(this + 0x4b8) * fVar1;
*(float *)(this + 0x49c) = *(float *)(this + 0x3a0);
fVar3 = *(float *)(this + 0x3a0) - fVar2 * *(float *)(this + 0x4bc) * fVar1;
*(float *)(this + 0x454) = fVar4;
*(float *)(this + 0x498) = *(float *)(this + 0x39c);
*(float *)(this + 0x458) = fVar3;
fVar2 = *(float *)(this + 0x3a4) - fVar2 * fVar1 * *(float *)(this + 0x4c0);
*(float *)(this + 0x460) = *(float *)(this + 0x4b8) * fVar1 + fVar4;
*(float *)(this + 0x464) = *(float *)(this + 0x4bc) * fVar1 + fVar3;
*(float *)(this + 0x45c) = fVar2;
*(undefined4 *)(this + 0x4a0) = *(undefined4 *)(this + 0x3a4);
*(float *)(this + 0x468) = fVar1 * *(float *)(this + 0x4c0) + fVar2;
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.