L L4D2node

CBaseToggle::LinearMoveDone

0x008344e0 · 74 bytes · __thiscall

_ZN11CBaseToggle14LinearMoveDoneEv

Decompiled

undefined (1 param)

/* CBaseToggle::LinearMoveDone() */

void __thiscall CBaseToggle::LinearMoveDone(CBaseToggle *this)

{
  UTIL_SetOrigin((CBaseEntity *)this,(Vector *)(this + 0x498),false);
  CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&vec3_origin);
  CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,-1.0);
  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)