CMoveableCamera::StartMovement
0x00a06c60 · 339 bytes · __thiscall
_ZN15CMoveableCamera13StartMovementEv
Decompiled
undefined (1 param)
/* CMoveableCamera::StartMovement() */
void __thiscall CMoveableCamera::StartMovement(CMoveableCamera *this)
{
uint uVar1;
undefined *puVar2;
undefined1 local_14 [12];
uVar1 = *(uint *)(this + 0x464);
if ((((uVar1 != 0xffffffff) &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar2 + 4) != 0)) {
(**(code **)(*(int *)this + 0x98))(this,0,0xffffffff);
CBaseEntity::SetMoveType((CBaseEntity *)this,8,0);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
this[0x442] = (CMoveableCamera)0x1;
*(undefined4 *)(this + 0x444) = *(undefined4 *)(this + 0x2e0);
*(undefined4 *)(this + 0x448) = *(undefined4 *)(this + 0x2e4);
*(undefined4 *)(this + 0x44c) = *(undefined4 *)(this + 0x2e8);
*(undefined4 *)(this + 0x450) = *(undefined4 *)(this + 0x3a8);
*(undefined4 *)(this + 0x454) = *(undefined4 *)(this + 0x3ac);
*(undefined4 *)(this + 0x458) = *(undefined4 *)(this + 0x3b0);
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)FollowTarget);
*(undefined4 *)(this + 0x45c) = *(undefined4 *)(gpGlobals + 0xc);
FollowTarget(this);
return;
}
/* WARNING: Could not recover jumptable at 0x00a06ca6. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x328))();
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.