CPropDoorRotating::AngularMove
0x007f6530 · 341 bytes · __thiscall
_ZN17CPropDoorRotating11AngularMoveERK6QAnglef
Decompiled
undefined (3 params)
/* CPropDoorRotating::AngularMove(QAngle const&, float) */
void __thiscall
CPropDoorRotating::AngularMove(CPropDoorRotating *this,QAngle *param_1,float param_2)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float local_18;
float local_14;
float local_10;
*(undefined4 *)(this + 0x178c) = *(undefined4 *)param_1;
*(undefined4 *)(this + 0x1790) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(this + 0x1794) = *(undefined4 *)(param_1 + 8);
if (*(float *)(this + 0x3a8) == *(float *)param_1) {
fVar3 = *(float *)(this + 0x3ac);
fVar2 = *(float *)(param_1 + 4);
fVar1 = fVar3;
if (fVar3 == *(float *)(param_1 + 4)) {
fVar4 = *(float *)(this + 0x3b0);
fVar2 = *(float *)(param_1 + 8);
if (fVar4 == fVar2) {
(**(code **)(*(int *)this + 0xe0))(this);
return;
}
goto LAB_007f659b;
}
}
else {
fVar1 = *(float *)(this + 0x3ac);
fVar2 = *(float *)(param_1 + 4);
}
fVar3 = fVar2;
fVar2 = *(float *)(param_1 + 8);
fVar4 = *(float *)(this + 0x3b0);
LAB_007f659b:
fVar3 = fVar3 - fVar1;
fVar2 = fVar2 - fVar4;
fVar4 = *(float *)param_1 - *(float *)(this + 0x3a8);
fVar1 = SQRT(fVar2 * fVar2 + fVar3 * fVar3 + fVar4 * fVar4) / param_2;
CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,fVar1);
fVar1 = 1.0 / fVar1;
local_18 = fVar4 * fVar1;
local_14 = fVar3 * fVar1;
local_10 = fVar1 * fVar2;
CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&local_18);
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.