SurvivorLocomotion::Approach
0x00962450 · 426 bytes · __thiscall
_ZN18SurvivorLocomotion8ApproachERK6Vectorf
Decompiled
undefined (3 params)
/* SurvivorLocomotion::Approach(Vector const&, float) */
void __thiscall SurvivorLocomotion::Approach(SurvivorLocomotion *this,Vector *param_1,float param_2)
{
undefined4 uVar1;
float fVar2;
float fVar3;
float *pfVar4;
Vector *pVVar5;
float fVar6;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
pfVar4 = (float *)(**(code **)(*(int *)this + 300))(this);
local_24 = *(float *)param_1 - *pfVar4;
local_20 = *(float *)(param_1 + 4) - pfVar4[1];
local_1c = *(float *)(param_1 + 8) - pfVar4[2];
VectorNormalize((Vector *)&local_24);
fVar3 = local_1c;
fVar2 = local_20;
fVar6 = local_24;
*(int *)(this + 0xcc) = *(int *)(this + 0xcc) + 1;
uVar1 = SurvivorBotDebugLocomotion._28_4_;
*(float *)(this + 0xbc) = param_2 * local_24 + *(float *)(this + 0xbc);
*(float *)(this + 0xc0) = param_2 * local_20 + *(float *)(this + 0xc0);
*(float *)(this + 0xc4) = param_2 * local_1c + *(float *)(this + 0xc4);
*(float *)(this + 200) = *(float *)(this + 200) + param_2;
if (*(int *)(uVar1 + 0x30) != 0) {
pfVar4 = (float *)(**(code **)(*(int *)this + 300))(this);
local_18 = fVar6 * 25.0 + *pfVar4;
local_14 = fVar2 * 25.0 + pfVar4[1];
local_10 = fVar3 * 25.0 + pfVar4[2];
pVVar5 = (Vector *)(**(code **)(*(int *)this + 300))(this);
fVar6 = param_2 * 5.0;
if (10.0 <= fVar6) {
fVar6 = 10.0;
}
NDebugOverlay::HorzArrow(pVVar5,(Vector *)&local_18,fVar6,0xff,0xff,0,0xff,true,0.1);
}
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.