CFuncPlatRot::RotMove
0x00b0bb10 · 184 bytes · __thiscall
_ZN12CFuncPlatRot7RotMoveER6QAnglef
Decompiled
undefined (3 params)
/* CFuncPlatRot::RotMove(QAngle&, float) */
void __thiscall CFuncPlatRot::RotMove(CFuncPlatRot *this,QAngle *param_1,float param_2)
{
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
local_24 = *(float *)param_1 - *(float *)(this + 0x3a8);
local_20 = *(float *)(param_1 + 4) - *(float *)(this + 0x3ac);
local_1c = *(float *)(param_1 + 8) - *(float *)(this + 0x3b0);
if (param_2 < 0.1) {
CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&local_24);
CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,1.0);
return;
}
local_10 = 1.0 / param_2;
local_18 = local_24 * local_10;
local_14 = local_20 * local_10;
local_10 = local_1c * local_10;
CBaseEntity::SetLocalAngularVelocity((CBaseEntity *)this,(QAngle *)&local_18);
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.