CGameClient::ProcessMove
0x001ea4f0 · 406 bytes · __thiscall
_ZN11CGameClient11ProcessMoveEP8CLC_Move
Decompiled
undefined (2 params)
/* CGameClient::ProcessMove(CLC_Move*) */
undefined4 __thiscall CGameClient::ProcessMove(CGameClient *this,CLC_Move *param_1)
{
int iVar1;
bool bVar2;
char cVar3;
int iVar4;
undefined4 uVar5;
int iVar6;
bool bVar7;
longdouble lVar8;
cVar3 = (**(code **)(*(int *)this + 0x74))(this);
if ((cVar3 != '\0') && (*(int *)(this + 0x1d748) != DAT_003b7f6c)) {
*(int *)(this + 0x1d748) = DAT_003b7f6c;
iVar4 = CBaseServer::GetBaseUserForSplitClient((CBaseServer *)&sv,(CBaseClient *)this);
iVar6 = *(int *)(param_1 + 0x4c);
iVar1 = *(int *)(param_1 + 0x50);
uVar5 = (**(code **)(**(int **)(iVar4 + 0xe8) + 0xd0))(*(int **)(iVar4 + 0xe8));
bVar2 = DAT_003b7f64 < 2;
bVar7 = DAT_003b7f64 == 3;
lVar8 = (longdouble)CBaseServer::GetTime((CBaseServer *)&sv);
g_ServerGlobalVariables._12_4_ = (undefined4)lVar8;
g_ServerGlobalVariables._16_4_ = DAT_003a1730;
if (*(int *)(param_1 + 0x78) == 0) {
iVar4 = 0;
}
else {
iVar4 = (((uint)(*(int *)(param_1 + 0x70) - *(int *)(param_1 + 0x78)) >> 2) * 0x20 -
*(int *)(param_1 + 0x6c)) + (*(uint *)(param_1 + 100) & 3) * 8;
if (*(int *)(param_1 + 0x60) < iVar4) {
iVar4 = *(int *)(param_1 + 0x60);
}
}
(**(code **)(*serverGameClients + 0x24))
(serverGameClients,*(undefined4 *)(this + 0x1d750),param_1 + 0x58,
*(undefined4 *)(param_1 + 0x50),iVar6 + iVar1,uVar5,bVar2,bVar7);
if (param_1[0x5c] != (CLC_Move)0x0) {
(**(code **)(*(int *)this + 0x3c))
(this,
"ProcessUsercmds: Overflowed reading usercmd data (check sending and receiving code for mismatches)!\n"
);
return 0;
}
if (*(int *)(param_1 + 0x78) == 0) {
iVar6 = 0;
}
else {
iVar1 = (((uint)(*(int *)(param_1 + 0x70) - *(int *)(param_1 + 0x78)) >> 2) * 0x20 -
*(int *)(param_1 + 0x6c)) + (*(uint *)(param_1 + 100) & 3) * 8;
iVar6 = *(int *)(param_1 + 0x60);
if (iVar1 <= *(int *)(param_1 + 0x60)) {
iVar6 = iVar1;
}
}
if (*(int *)(param_1 + 0x54) != iVar6 - iVar4) {
(**(code **)(*(int *)this + 0x3c))
(this,
"ProcessUsercmds: Incorrect reading frame (check sending and receiving code for mismatches)!\n"
);
return 0;
}
}
return 1;
}
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.