CTriggerVPhysicsMotion::LinearLimit
0x00b1c6a0 · 117 bytes · __thiscall
_ZN22CTriggerVPhysicsMotion11LinearLimitEv
Decompiled
undefined (1 param)
/* CTriggerVPhysicsMotion::LinearLimit() */
longdouble __thiscall CTriggerVPhysicsMotion::LinearLimit(CTriggerVPhysicsMotion *this)
{
float fVar1;
float fVar2;
fVar1 = *(float *)(this + 0x478);
if (fVar1 != 0.0) {
fVar2 = *(float *)(gpGlobals + 0xc) - *(float *)(this + 0x480);
if (fVar2 < fVar1) {
return (longdouble)
((*(float *)(this + 0x470) - *(float *)(this + 0x47c)) * (fVar2 / fVar1) +
*(float *)(this + 0x47c));
}
*(undefined4 *)(this + 0x478) = 0;
}
return (longdouble)*(float *)(this + 0x470);
}
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.