CBasePlayer::UpdateUnderwaterState
0x0041a260 · 229 bytes · __thiscall
_ZN11CBasePlayer21UpdateUnderwaterStateEv
Decompiled
undefined (1 param)
/* CBasePlayer::UpdateUnderwaterState() */
void __thiscall CBasePlayer::UpdateUnderwaterState(CBasePlayer *this)
{
CBasePlayer CVar1;
char cVar2;
int iVar3;
CVar1 = this[0x253];
if (CVar1 == (CBasePlayer)0x3) {
if (this[0x2084] == (CBasePlayer)0x0) {
(**(code **)(*(int *)this + 0x6c8))(this,1);
}
}
else {
if (this[0x2084] != (CBasePlayer)0x0) {
(**(code **)(*(int *)this + 0x6c8))(this,0);
CVar1 = this[0x253];
}
if (CVar1 == (CBasePlayer)0x0) {
if (((byte)this[0x151] & 2) != 0) {
if (0 < *(int *)(this + 0x100)) {
cVar2 = (**(code **)(*(int *)this + 300))(this);
if (cVar2 != '\0') {
(**(code **)(*(int *)this + 0x6cc))(this);
}
}
CBaseEntity::RemoveFlag((CBaseEntity *)this,0x200);
return;
}
}
else if (((byte)this[0x151] & 2) == 0) {
iVar3 = CBaseEntity::GetWaterType((CBaseEntity *)this);
if (iVar3 == 0x20) {
(**(code **)(*(int *)this + 0x6cc))(this);
}
CBaseEntity::AddFlag((CBaseEntity *)this,0x200);
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.