CBasePlayer::AvoidPhysicsProps
0x00419df0 · 94 bytes · __thiscall
_ZN11CBasePlayer17AvoidPhysicsPropsEP8CUserCmd
Decompiled
undefined (2 params)
/* CBasePlayer::AvoidPhysicsProps(CUserCmd*) */
void __thiscall CBasePlayer::AvoidPhysicsProps(CBasePlayer *this,CUserCmd *param_1)
{
char cVar1;
int iVar2;
if ((10 < (byte)this[0x186]) || ((1 << ((byte)this[0x186] & 0x1f) & 0x501U) == 0)) {
iVar2 = (**(code **)(*(int *)this + 0x648))(this);
if (iVar2 == 0) {
cVar1 = (**(code **)(*(int *)this + 300))(this);
if (cVar1 != '\0') {
AvoidPushawayProps((CBaseCombatCharacter *)this,param_1);
return;
}
}
}
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.