L L4D2node

ILocomotion::Update

0x00757770 · 632 bytes · __thiscall

_ZN11ILocomotion6UpdateEv

Decompiled

undefined (1 param)

/* ILocomotion::Update() */

void __thiscall ILocomotion::Update(ILocomotion *this)

{
  float fVar1;
  float fVar2;
  char cVar3;
  float *pfVar4;
  INextBot *this_00;
  Vector *pVVar5;
  float fVar6;
  float fVar7;
  float local_18;
  float local_14;
  float local_10;
  
  StuckMonitor(this);
  pfVar4 = (float *)(**(code **)(*(int *)this + 0x144))(this);
  fVar6 = SQRT(pfVar4[2] * pfVar4[2] + *pfVar4 * *pfVar4 + pfVar4[1] * pfVar4[1]);
  *(float *)(this + 0x2c) = fVar6;
  fVar7 = SQRT(pfVar4[1] * pfVar4[1] + *pfVar4 * *pfVar4);
  *(float *)(this + 0x30) = fVar7;
  if (10.0 < fVar6) {
    fVar6 = 1.0 / fVar6;
    fVar1 = pfVar4[2];
    fVar2 = *pfVar4;
    *(float *)(this + 0x18) = pfVar4[1] * fVar6;
    *(float *)(this + 0x1c) = fVar1 * fVar6;
    *(float *)(this + 0x14) = fVar6 * fVar2;
  }
  if (10.0 < fVar7) {
    *(float *)(this + 0x20) = *pfVar4 / fVar7;
    fVar6 = pfVar4[1];
    *(undefined4 *)(this + 0x28) = 0;
    *(float *)(this + 0x24) = fVar6 / fVar7;
  }
  this_00 = (INextBot *)(**(code **)(*(int *)this + 0xb0))(this);
  cVar3 = INextBot::IsDebugging(this_00,0x10);
  if (cVar3 != '\0') {
    fVar6 = *(float *)(this + 0x20);
    fVar7 = *(float *)(this + 0x24);
    fVar1 = *(float *)(this + 0x28);
    pfVar4 = (float *)(**(code **)(*(int *)this + 300))(this);
    local_18 = fVar6 * 25.0 + *pfVar4;
    local_14 = fVar7 * 25.0 + pfVar4[1];
    local_10 = fVar1 * 25.0 + pfVar4[2];
    pVVar5 = (Vector *)(**(code **)(*(int *)this + 300))(this);
    NDebugOverlay::HorzArrow(pVVar5,(Vector *)&local_18,3.0,100,0xff,0,0xff,true,0.1);
    fVar6 = *(float *)(this + 0x14);
    fVar7 = *(float *)(this + 0x18);
    fVar1 = *(float *)(this + 0x1c);
    pfVar4 = (float *)(**(code **)(*(int *)this + 300))(this);
    local_18 = fVar6 * 25.0 + *pfVar4;
    local_14 = fVar7 * 25.0 + pfVar4[1];
    local_10 = fVar1 * 25.0 + pfVar4[2];
    pVVar5 = (Vector *)(**(code **)(*(int *)this + 300))(this);
    NDebugOverlay::HorzArrow(pVVar5,(Vector *)&local_18,5.0,0xff,0xff,0,0xff,true,0.1);
  }
  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)