L L4D2node

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 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)