CFuncMoveLinear::InputTeleportToTarget
0x006c1200 · 341 bytes · __thiscall
_ZN15CFuncMoveLinear21InputTeleportToTargetER11inputdata_t
Decompiled
undefined (2 params)
/* CFuncMoveLinear::InputTeleportToTarget(inputdata_t&) */
void __thiscall CFuncMoveLinear::InputTeleportToTarget(CFuncMoveLinear *this,inputdata_t *param_1)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
char *pcVar5;
CBaseEntity *this_00;
if (*(int *)(param_1 + 0x18) == 2) {
pcVar5 = "";
if (*(char **)(param_1 + 8) != (char *)0x0) {
pcVar5 = *(char **)(param_1 + 8);
}
}
else {
pcVar5 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
}
this_00 = (CBaseEntity *)
CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar5,(CBaseEntity *)0x0,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
if (this_00 != (CBaseEntity *)0x0) {
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
}
UTIL_SetOrigin((CBaseEntity *)this,(Vector *)(this_00 + 0x2e0),false);
fVar1 = *(float *)(this + 0x4d8);
*(undefined4 *)(this + 0x4d4) = 0;
fVar2 = *(float *)(this + 0x39c);
fVar3 = *(float *)(this + 0x3a0);
fVar4 = *(float *)(this + 0x3a4);
*(float *)(this + 0x454) = fVar2;
*(float *)(this + 0x458) = fVar3;
*(float *)(this + 0x45c) = fVar4;
*(float *)(this + 0x498) = fVar2;
*(float *)(this + 0x460) = *(float *)(this + 0x4b8) * fVar1 + fVar2;
*(float *)(this + 0x464) = *(float *)(this + 0x4bc) * fVar1 + fVar3;
*(float *)(this + 0x468) = *(float *)(this + 0x4c0) * fVar1 + fVar4;
*(float *)(this + 0x49c) = fVar3;
*(float *)(this + 0x4a0) = fVar4;
}
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.