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 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.