L L4D2node

CMoveableCamera::FollowTarget

0x00a06ac0 · 407 bytes · __thiscall

_ZN15CMoveableCamera12FollowTargetEv

Decompiled

undefined (1 param)

/* CMoveableCamera::FollowTarget() */

void __thiscall CMoveableCamera::FollowTarget(CMoveableCamera *this)

{
  float fVar1;
  float fVar2;
  float fVar3;
  uint uVar4;
  CBaseEntity *this_00;
  undefined *puVar5;
  float local_7c;
  float local_78;
  float local_74;
  float local_70;
  float local_6c;
  float local_68;
  float local_64;
  float local_60;
  float local_5c;
  float local_58;
  float local_54;
  float local_50;
  Quaternion local_4c [16];
  Quaternion local_3c [16];
  Quaternion local_2c [28];
  
  uVar4 = *(uint *)(this + 0x464);
  if ((((uVar4 == 0xffffffff) ||
       (puVar5 = g_pEntityList + (uVar4 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar5 + 8) != uVar4 >> 0xc)) ||
     (this_00 = *(CBaseEntity **)(puVar5 + 4), this_00 == (CBaseEntity *)0x0)) {
    (**(code **)(*(int *)this + 0x328))(this);
  }
  else {
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    local_7c = *(float *)(this_00 + 0x37c);
    local_6c = *(float *)(this + 0x454);
    local_70 = *(float *)(this + 0x450);
    local_78 = *(float *)(this_00 + 0x380);
    local_74 = *(float *)(this_00 + 900);
    local_68 = *(float *)(this + 0x458);
    fVar1 = *(float *)(gpGlobals + 0xc);
    fVar2 = *(float *)(this + 0x45c);
    fVar3 = *(float *)(this + 0x460);
    if (((local_7c != local_70) || (local_78 != local_6c)) ||
       (local_64 = local_70, local_60 = local_6c, local_5c = local_68, local_74 != local_68)) {
      AngleQuaternion((QAngle *)&local_70,local_4c);
      AngleQuaternion((QAngle *)&local_7c,local_3c);
      QuaternionSlerp(local_4c,local_3c,(fVar1 - fVar2) / fVar3,local_2c);
      QuaternionAngles(local_2c,(QAngle *)&local_58);
      local_64 = local_58;
      local_60 = local_54;
      local_5c = local_50;
    }
    CBaseEntity::SetAbsAngles((CBaseEntity *)this,(QAngle *)&local_64);
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
    Move(this);
  }
  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)