CFuncMoveLinear::Use
0x006c20d0 · 241 bytes · __thiscall
_ZN15CFuncMoveLinear3UseEP11CBaseEntityS1_8USE_TYPEf
Decompiled
undefined (5 params)
/* CFuncMoveLinear::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */
void __thiscall
CFuncMoveLinear::Use
(CFuncMoveLinear *this,undefined4 param_1,undefined4 param_2,int param_4,float param_5)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
if (param_4 != 2) {
return;
}
if (1.0 <= param_5) {
param_5 = 1.0;
}
fVar3 = (*(float *)(this + 0x460) - *(float *)(this + 0x454)) * param_5 + *(float *)(this + 0x454)
;
fVar6 = fVar3 - *(float *)(this + 0x39c);
fVar2 = (*(float *)(this + 0x464) - *(float *)(this + 0x458)) * param_5 + *(float *)(this + 0x458)
;
fVar4 = fVar2 - *(float *)(this + 0x3a0);
fVar1 = (*(float *)(this + 0x468) - *(float *)(this + 0x45c)) * param_5 + *(float *)(this + 0x45c)
;
fVar5 = fVar1 - *(float *)(this + 0x3a4);
MoveTo(this,fVar3,fVar2,fVar1,SQRT(fVar4 * fVar4 + fVar6 * fVar6 + fVar5 * fVar5) * 10.0);
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.