L L4D2node

CFuncMoveLinear::MoveDone

0x006c10e0 · 272 bytes · __thiscall

_ZN15CFuncMoveLinear8MoveDoneEv

Decompiled

undefined (1 param)

/* CFuncMoveLinear::MoveDone() */

void __thiscall CFuncMoveLinear::MoveDone(CFuncMoveLinear *this)

{
  undefined1 local_14 [12];
  
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)StopMoveSound);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
  CBaseToggle::MoveDone((CBaseToggle *)this);
  if (((*(float *)(this + 0x39c) == *(float *)(this + 0x460)) &&
      (*(float *)(this + 0x464) == *(float *)(this + 0x3a0))) &&
     (*(float *)(this + 0x468) == *(float *)(this + 0x3a4))) {
    COutputEvent::FireOutput
              ((COutputEvent *)(this + 0x4e0),(CBaseEntity *)this,(CBaseEntity *)this,0.0);
  }
  else if (((*(float *)(this + 0x39c) == *(float *)(this + 0x454)) &&
           (*(float *)(this + 0x458) == *(float *)(this + 0x3a0))) &&
          (*(float *)(this + 0x45c) == *(float *)(this + 0x3a4))) {
    COutputEvent::FireOutput
              ((COutputEvent *)(this + 0x4f8),(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)