L L4D2node

CGameClient::ProcessMove

0x001ea6a0 · 10 bytes · __thiscall

_ZThn8_N11CGameClient11ProcessMoveEP8CLC_Move

Decompiled

undefined (2 params)

/* non-virtual thunk to CGameClient::ProcessMove(CLC_Move*) */

void __thiscall CGameClient::ProcessMove(CGameClient *this,CLC_Move *param_1)

{
  ProcessMove(this + -8,param_1);
  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)