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 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.