CFuncMoveLinear::SetPosition
0x006c21d0 · 247 bytes · __thiscall
_ZN15CFuncMoveLinear11SetPositionEf
Decompiled
undefined (2 params)
/* CFuncMoveLinear::SetPosition(float) */
void __thiscall CFuncMoveLinear::SetPosition(CFuncMoveLinear *this,float param_1)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
fVar4 = (*(float *)(this + 0x460) - *(float *)(this + 0x454)) * param_1 + *(float *)(this + 0x454)
;
fVar6 = fVar4 - *(float *)(this + 0x39c);
fVar3 = (*(float *)(this + 0x464) - *(float *)(this + 0x458)) * param_1 + *(float *)(this + 0x458)
;
fVar1 = fVar3 - *(float *)(this + 0x3a0);
fVar2 = (*(float *)(this + 0x468) - *(float *)(this + 0x45c)) * param_1 + *(float *)(this + 0x45c)
;
fVar5 = fVar2 - *(float *)(this + 0x3a4);
if (SQRT(fVar1 * fVar1 + fVar6 * fVar6 + fVar5 * fVar5) <= 0.001) {
return;
}
MoveTo(this,fVar4,fVar3,fVar2,*(undefined4 *)(this + 0x11c));
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.