CFuncMoveLinear::InputSetSpeed
0x006c1400 · 195 bytes · __thiscall
_ZN15CFuncMoveLinear13InputSetSpeedER11inputdata_t
Decompiled
undefined (2 params)
/* CFuncMoveLinear::InputSetSpeed(inputdata_t&) */
void __thiscall CFuncMoveLinear::InputSetSpeed(CFuncMoveLinear *this,inputdata_t *param_1)
{
float fVar1;
fVar1 = *(float *)(param_1 + 8);
if (*(int *)(param_1 + 0x18) != 1) {
fVar1 = 0.0;
}
*(float *)(this + 0x11c) = fVar1;
if (1.4210855e-14 <
(*(float *)(this + 0x498) - *(float *)(this + 0x39c)) *
(*(float *)(this + 0x498) - *(float *)(this + 0x39c)) +
(*(float *)(this + 0x49c) - *(float *)(this + 0x3a0)) *
(*(float *)(this + 0x49c) - *(float *)(this + 0x3a0)) +
(*(float *)(this + 0x4a0) - *(float *)(this + 0x3a4)) *
(*(float *)(this + 0x4a0) - *(float *)(this + 0x3a4))) {
if (1.1920929e-07 < ABS(fVar1)) {
CBaseToggle::LinearMove((CBaseToggle *)this,(Vector *)(this + 0x498),fVar1);
return;
}
*(undefined4 *)(this + 0x11c) = 0x3f800000;
CBaseToggle::LinearMove((CBaseToggle *)this,(Vector *)(this + 0x39c),1.0);
}
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.