CPhysMotor::Think
0x007a3540 · 150 bytes · __thiscall
_ZN10CPhysMotor5ThinkEv
Decompiled
undefined (1 param)
/* CPhysMotor::Think() */
void __thiscall CPhysMotor::Think(CPhysMotor *this)
{
int iVar1;
longdouble lVar2;
lVar2 = (longdouble)
Approach(*(float *)(this + 0x11c),*(float *)(this + 0x464),
(*(float *)(gpGlobals + 0xc) - *(float *)(this + 0x454)) *
*(float *)(this + 0x450));
iVar1 = gpGlobals;
*(float *)(this + 0x464) = (float)lVar2;
*(undefined4 *)(this + 0x454) = *(undefined4 *)(iVar1 + 0xc);
if ((float)lVar2 != *(float *)(this + 0x11c)) {
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(iVar1 + 0xc),(char *)0x0);
}
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.