L L4D2node

CBaseMoveBehavior::StopMoving

0x006f7790 · 251 bytes · __thiscall

_ZN17CBaseMoveBehavior10StopMovingEv

Decompiled

undefined (1 param)

/* CBaseMoveBehavior::StopMoving() */

void __thiscall CBaseMoveBehavior::StopMoving(CBaseMoveBehavior *this)

{
  *(undefined4 *)(this + 0x4a0) = 0;
  if (*(int *)(this + 0x4a4) == 1) {
    if (*(float *)(this + 0x2d0) < *(float *)(this + 0x488)) {
      *(float *)(this + 0x4a0) = *(float *)(this + 0x2d0) - *(float *)(this + 0x484);
    }
    else if (*(int *)(this + 0x494) != 0) {
      *(int *)(this + 0x490) = *(int *)(this + 0x494);
    }
  }
  else if (*(int *)(this + 0x4a4) == -1) {
    *(undefined4 *)(this + 0x490) = *(undefined4 *)(this + 0x494);
    if (*(float *)(this + 0x2d0) < *(float *)(this + 0x488)) {
      *(float *)(this + 0x4a0) = *(float *)(this + 0x488) - *(float *)(this + 0x2d0);
    }
  }
  CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,-1.0);
  *(undefined4 *)(this + 0x4a4) = 0;
  *(undefined4 *)(this + 0x484) = 0;
  *(undefined4 *)(this + 0x488) = 0;
  *(undefined4 *)(this + 0x494) = 0;
  CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&vec3_origin);
  CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&vec3_angle);
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)