L L4D2node

CCSGameMovement::PlayerSolidMask

0x0042e970 · 73 bytes · __cdecl

_ZNK15CCSGameMovement15PlayerSolidMaskEbP11CBasePlayer

Decompiled

undefined (2 params)

/* CCSGameMovement::PlayerSolidMask(bool, CBasePlayer*) const */

int CCSGameMovement::PlayerSolidMask(bool param_1,CBasePlayer *param_2)

{
  int *piVar1;
  char cVar2;
  undefined3 in_stack_00000005;
  
  piVar1 = *(int **)(_param_1 + 4);
  if ((piVar1 != (int *)0x0) && (cVar2 = (**(code **)(*piVar1 + 0x778))(piVar1), cVar2 == '\0')) {
    return (-(uint)((char)param_2 == '\0') & 0x2000000) + 0x1400b;
  }
  return (-(uint)((char)param_2 == '\0') & 0x2000000) + 0x3400b;
}

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)