L L4D2node

CBaseToggle::AngularMove

0x00834530 · 372 bytes · __thiscall

_ZN11CBaseToggle11AngularMoveERK6QAnglef

Decompiled

undefined (3 params)

/* CBaseToggle::AngularMove(QAngle const&, float) */

void __thiscall CBaseToggle::AngularMove(CBaseToggle *this,QAngle *param_1,float param_2)

{
  undefined4 uVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float local_18;
  float local_14;
  float local_10;
  
  *(undefined4 *)(this + 0x4a4) = *(undefined4 *)param_1;
  *(undefined4 *)(this + 0x4a8) = *(undefined4 *)(param_1 + 4);
  uVar1 = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(this + 0x4b0) = 2;
  *(undefined4 *)(this + 0x4ac) = uVar1;
  if (*(float *)(this + 0x3a8) == *(float *)param_1) {
    fVar4 = *(float *)(this + 0x3ac);
    fVar5 = *(float *)(param_1 + 4);
    fVar2 = fVar4;
    if (fVar4 == *(float *)(param_1 + 4)) {
      fVar5 = *(float *)(this + 0x3b0);
      fVar3 = *(float *)(param_1 + 8);
      if ((fVar5 == *(float *)(param_1 + 8)) && (fVar3 = fVar5, this[0x450] == (CBaseToggle)0x0)) {
        (**(code **)(*(int *)this + 0xe0))(this);
        return;
      }
      goto LAB_008345a5;
    }
  }
  else {
    fVar2 = *(float *)(this + 0x3ac);
    fVar5 = *(float *)(param_1 + 4);
  }
  fVar4 = fVar5;
  fVar5 = *(float *)(this + 0x3b0);
  fVar3 = *(float *)(param_1 + 8);
LAB_008345a5:
  fVar4 = fVar4 - fVar2;
  fVar3 = fVar3 - fVar5;
  fVar5 = *(float *)param_1 - *(float *)(this + 0x3a8);
  fVar2 = SQRT(fVar3 * fVar3 + fVar4 * fVar4 + fVar5 * fVar5) / param_2;
  if (fVar2 <= 0.01) {
    fVar2 = 0.01;
  }
  CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,fVar2);
  fVar2 = 1.0 / fVar2;
  local_18 = fVar5 * fVar2;
  local_14 = fVar4 * fVar2;
  local_10 = fVar2 * fVar3;
  CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&local_18);
  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)