CMoveableCamera::Move
0x00a06890 · 527 bytes · __thiscall
_ZN15CMoveableCamera4MoveEv
Decompiled
undefined (1 param)
/* CMoveableCamera::Move() */
void __thiscall CMoveableCamera::Move(CMoveableCamera *this)
{
float fVar1;
float fVar2;
float fVar3;
uint uVar4;
int iVar5;
undefined *puVar6;
longdouble lVar7;
float fVar8;
float fVar9;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
local_28 = *(float *)(this + 0x464);
(**(code **)(*(int *)this + 0x32c))((Vector *)&local_34,this,(Vector *)&local_28);
fVar8 = (*(float *)(gpGlobals + 0xc) - *(float *)(this + 0x45c)) / *(float *)(this + 0x460);
if (1.0 <= fVar8) {
UTIL_SetOrigin((CBaseEntity *)this,(Vector *)&local_34,false);
uVar4 = *(uint *)(this + 0x464);
iVar5 = 0;
if (((uVar4 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar4 >> 0xc)) {
iVar5 = *(int *)(puVar6 + 4);
}
CBaseEntity::SetAbsAngles((CBaseEntity *)this,(QAngle *)(iVar5 + 0x3a8));
CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&vec3_origin);
if (this[0x441] != (CMoveableCamera)0x0) {
(**(code **)(*(int *)this + 0x328))(this);
}
this[0x442] = (CMoveableCamera)0x0;
return;
}
lVar7 = (longdouble)(**(code **)(*(int *)this + 0x330))(this,fVar8);
fVar8 = *(float *)(this + 0x444);
fVar1 = *(float *)(this + 0x448);
fVar3 = (float)lVar7;
fVar2 = *(float *)(this + 0x44c);
fVar9 = 1.0 / *(float *)(gpGlobals + 0x10);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
local_24 = ((fVar1 - *(float *)(this + 0x2e4)) + (local_30 - fVar1) * fVar3) * fVar9;
local_20 = ((fVar2 - *(float *)(this + 0x2e8)) + (local_2c - fVar2) * fVar3) * fVar9;
local_28 = ((fVar8 - *(float *)(this + 0x2e0)) + (local_34 - fVar8) * fVar3) * fVar9;
CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&local_28);
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.