CBaseMoveBehavior::StartMoving
0x006f7430 · 789 bytes · __thiscall
_ZN17CBaseMoveBehavior11StartMovingEi
Decompiled
undefined (2 params)
/* CBaseMoveBehavior::StartMoving(int) */
undefined4 __thiscall CBaseMoveBehavior::StartMoving(CBaseMoveBehavior *this,int param_1)
{
int iVar1;
int iVar2;
int iVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
if (param_1 == 0) goto LAB_006f7608;
iVar2 = *(int *)(this + 0x4a4);
if (iVar2 == param_1) {
fVar8 = *(float *)(this + 0x2d0);
iVar1 = *(int *)(this + 0x494);
if (*(float *)(this + 0x488) <= fVar8) {
*(int *)(this + 0x490) = iVar1;
*(undefined4 *)(this + 0x4a0) = 0;
if (iVar2 == 1) {
iVar1 = *(int *)(iVar1 + 0x470);
}
else if (iVar2 == -1) {
iVar1 = *(int *)(iVar1 + 0x474);
}
if (iVar1 == 0) {
*(undefined4 *)(this + 0x488) = 0;
*(undefined4 *)(this + 0x484) = 0;
(**(code **)(*(int *)this + 0x328))(this);
return 0;
}
*(int *)(this + 0x494) = iVar1;
goto LAB_006f74ae;
}
}
else {
if (iVar2 == 0) {
*(int *)(this + 0x4a4) = param_1;
if (param_1 == 1) goto LAB_006f763a;
LAB_006f746b:
if (param_1 == -1) {
iVar2 = *(int *)(this + 0x490);
if (*(float *)(this + 0x4a0) <= 0.0) {
iVar1 = *(int *)(iVar2 + 0x474);
*(int *)(this + 0x494) = iVar1;
if (iVar1 == 0) goto LAB_006f7608;
}
else {
*(int *)(this + 0x494) = iVar2;
iVar3 = *(int *)(iVar2 + 0x470);
*(int *)(this + 0x490) = iVar3;
iVar1 = iVar2;
iVar2 = iVar3;
}
iVar3 = *(int *)(iVar1 + 0x474);
goto LAB_006f7656;
}
iVar1 = *(int *)(this + 0x494);
if (iVar1 == 0) goto LAB_006f7608;
iVar2 = *(int *)(this + 0x490);
*(int *)(this + 0x49c) = iVar1;
iVar3 = iVar2;
}
else {
(**(code **)(*(int *)this + 0x328))(this);
*(int *)(this + 0x4a4) = param_1;
if (param_1 != 1) goto LAB_006f746b;
LAB_006f763a:
iVar2 = *(int *)(this + 0x490);
iVar1 = *(int *)(iVar2 + 0x470);
*(int *)(this + 0x494) = iVar1;
if (iVar1 == 0) {
LAB_006f7608:
(**(code **)(*(int *)this + 0x328))(this);
return 0;
}
iVar3 = *(int *)(iVar1 + 0x470);
LAB_006f7656:
if (iVar3 != 0) {
iVar1 = iVar3;
}
*(int *)(this + 0x49c) = iVar1;
if (param_1 == 1) {
iVar3 = *(int *)(iVar2 + 0x474);
iVar1 = *(int *)(this + 0x494);
}
else if (param_1 == -1) {
iVar3 = *(int *)(iVar2 + 0x470);
iVar1 = *(int *)(this + 0x494);
}
else {
iVar1 = *(int *)(this + 0x494);
iVar3 = iVar2;
}
}
*(int *)(this + 0x498) = iVar3;
if (iVar3 == 0) {
*(int *)(this + 0x498) = iVar2;
}
}
if (iVar1 == 0) {
return 0;
}
fVar8 = *(float *)(this + 0x2d0);
LAB_006f74ae:
fVar5 = *(float *)(this + 0x4a0);
if (*(int *)(this + 0x4a4) == 1) {
iVar2 = *(int *)(this + 0x490);
fVar9 = fVar8 - fVar5;
*(float *)(this + 0x484) = fVar9;
fVar5 = (*(float *)(iVar2 + 0x46c) - fVar5) + fVar8;
*(float *)(this + 0x488) = fVar5;
}
else {
if (fVar5 != 0.0) {
fVar5 = *(float *)(iVar1 + 0x46c) - fVar5;
*(float *)(this + 0x4a0) = fVar5;
}
iVar2 = *(int *)(this + 0x490);
fVar9 = fVar8 - fVar5;
*(float *)(this + 0x484) = fVar9;
fVar5 = (*(float *)(iVar1 + 0x46c) + fVar8) - fVar5;
*(float *)(this + 0x488) = fVar5;
}
fVar7 = *(float *)(iVar2 + 0x440) - *(float *)(iVar1 + 0x440);
fVar4 = *(float *)(iVar2 + 0x448) - *(float *)(iVar1 + 0x448);
fVar6 = *(float *)(iVar2 + 0x444) - *(float *)(iVar1 + 0x444);
*(float *)(this + 0x48c) = (fVar5 - fVar9) / SQRT(fVar4 * fVar4 + fVar7 * fVar7 + fVar6 * fVar6);
CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,fVar5 - fVar8);
return 1;
}
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.