CFuncMoveLinear::InputClose
0x006c2380 · 116 bytes · __cdecl
_ZN15CFuncMoveLinear10InputCloseER11inputdata_t
Decompiled
undefined (1 param)
/* CFuncMoveLinear::InputClose(inputdata_t&) */
void CFuncMoveLinear::InputClose(inputdata_t *param_1)
{
if (((*(float *)(param_1 + 0x454) == *(float *)(param_1 + 0x39c)) &&
(*(float *)(param_1 + 0x458) == *(float *)(param_1 + 0x3a0))) &&
(*(float *)(param_1 + 0x45c) == *(float *)(param_1 + 0x3a4))) {
return;
}
MoveTo(param_1,*(undefined4 *)(param_1 + 0x454),*(undefined4 *)(param_1 + 0x458),
*(undefined4 *)(param_1 + 0x45c),*(undefined4 *)(param_1 + 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.