ZombieBotLocomotion::Approach
0x00a56f50 · 178 bytes · __thiscall
_ZN19ZombieBotLocomotion8ApproachERK6Vectorf
Decompiled
undefined (3 params)
/* ZombieBotLocomotion::Approach(Vector const&, float) */
void __thiscall
ZombieBotLocomotion::Approach(ZombieBotLocomotion *this,Vector *param_1,float param_2)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
float *pfVar7;
Vector *pVVar8;
undefined4 uVar9;
uVar9 = 0x3f800000;
pVVar8 = param_1;
ILocomotion::Approach((Vector *)this,(float)param_1);
pfVar7 = (float *)(**(code **)(*(int *)this + 300))(this,pVVar8,uVar9);
fVar1 = *(float *)(param_1 + 4);
fVar2 = *(float *)(param_1 + 8);
fVar3 = *(float *)param_1;
fVar4 = pfVar7[1];
fVar5 = pfVar7[2];
fVar6 = *pfVar7;
this[0x13c] = (ZombieBotLocomotion)0x1;
*(float *)(this + 0x138) = param_2 + *(float *)(this + 0x138);
*(float *)(this + 0x130) = (fVar1 - fVar4) * param_2 + *(float *)(this + 0x130);
*(float *)(this + 0x134) = (fVar2 - fVar5) * param_2 + *(float *)(this + 0x134);
*(float *)(this + 300) = (fVar3 - fVar6) * param_2 + *(float *)(this + 300);
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.