L L4D2node

CPhysMotor::Spawn

0x007a39d0 · 209 bytes · __thiscall

_ZN10CPhysMotor5SpawnEv

Decompiled

undefined (1 param)

/* CPhysMotor::Spawn() */

void __thiscall CPhysMotor::Spawn(CPhysMotor *this)

{
  undefined4 uVar1;
  longdouble lVar2;
  
  *(float *)(this + 0x46c) = *(float *)(this + 0x46c) - *(float *)(this + 0x39c);
  *(float *)(this + 0x470) = *(float *)(this + 0x470) - *(float *)(this + 0x3a0);
  *(float *)(this + 0x474) = *(float *)(this + 0x474) - *(float *)(this + 0x3a4);
  lVar2 = (longdouble)VectorNormalize((Vector *)(this + 0x46c));
  if (1.0 < (float)lVar2) {
    UTIL_SnapDirectionToAxis((Vector *)(this + 0x46c),0.002);
    return;
  }
  uVar1 = CBaseEntity::GetDebugName((CBaseEntity *)this);
  Warning("phys_motor %s does not have a valid axis helper, and self-destructed!\n",uVar1);
  *(undefined4 *)(this + 0x464) = 0;
  CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
  UTIL_Remove((CBaseEntity *)this);
  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)