L L4D2node

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 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)