L L4D2node

ILocomotion::DriveTo

0x00755910 · 103 bytes · __thiscall

_ZN11ILocomotion7DriveToERK6Vector

Decompiled

undefined (2 params)

/* ILocomotion::DriveTo(Vector const&) */

void __thiscall ILocomotion::DriveTo(ILocomotion *this,Vector *param_1)

{
  longdouble lVar1;
  
  lVar1 = (longdouble)IntervalTimer::Now();
  if ((float)lVar1 != *(float *)(this + 0x5c)) {
    (**(code **)(*(int *)(this + 0x58) + 4))(this + 0x58,this + 0x5c);
    *(float *)(this + 0x5c) = (float)lVar1;
  }
  *(undefined4 *)(this + 0x60) = *(undefined4 *)param_1;
  *(undefined4 *)(this + 100) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 0x68) = *(undefined4 *)(param_1 + 8);
  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)