ILocomotion::Approach
0x007558a0 · 103 bytes · __cdecl
_ZN11ILocomotion8ApproachERK6Vectorf
Decompiled
undefined (2 params)
/* ILocomotion::Approach(Vector const&, float) */
void ILocomotion::Approach(Vector *param_1,float param_2)
{
longdouble lVar1;
lVar1 = (longdouble)IntervalTimer::Now();
if ((float)lVar1 != *(float *)(param_1 + 0x5c)) {
(**(code **)(*(int *)(param_1 + 0x58) + 4))(param_1 + 0x58,param_1 + 0x5c);
*(float *)(param_1 + 0x5c) = (float)lVar1;
}
*(undefined4 *)(param_1 + 0x60) = *(undefined4 *)param_2;
*(undefined4 *)(param_1 + 100) = *(undefined4 *)((int)param_2 + 4);
*(undefined4 *)(param_1 + 0x68) = *(undefined4 *)((int)param_2 + 8);
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.