L L4D2node

CCSGameMovement::CheckStacking

0x0042ea70 · 210 bytes · __thiscall

_ZN15CCSGameMovement13CheckStackingEv

Decompiled

undefined (1 param)

/* CCSGameMovement::CheckStacking() */

void __thiscall CCSGameMovement::CheckStacking(CCSGameMovement *this)

{
  char cVar1;
  CBaseEntity *pCVar2;
  int iVar3;
  
  if (*(int *)(this + 0x7e0) == 0) {
    pCVar2 = *(CBaseEntity **)(this + 4);
  }
  else {
    if ((*(byte *)(*(int *)(this + 0x7e0) + 0x1d20) & 8) != 0) {
      return;
    }
    pCVar2 = *(CBaseEntity **)(this + 4);
    if (pCVar2[0x186] == (CBaseEntity)0x9) {
      return;
    }
  }
  iVar3 = 0;
  pCVar2 = (CBaseEntity *)CBaseEntity::GetGroundEntity(pCVar2);
  if (pCVar2 != (CBaseEntity *)0x0) {
    do {
      cVar1 = (**(code **)(*(int *)pCVar2 + 0x16c))(pCVar2);
      if (cVar1 == '\0') break;
      if (iVar3 == 1000) goto LAB_0042eac6;
      iVar3 = iVar3 + 1;
      pCVar2 = (CBaseEntity *)CBaseEntity::GetGroundEntity(pCVar2);
    } while (pCVar2 != (CBaseEntity *)0x0);
    if (iVar3 == 1000) {
LAB_0042eac6:
      Warning("BUG: CCSGameMovement::CheckParameters - too many stacking levels.\n");
    }
    else if (iVar3 < 2) {
      return;
    }
    *(float *)(*(int *)(this + 8) + 0x2c) = *(float *)(*(int *)(this + 8) + 0x38) * 3.0;
    *(undefined4 *)(*(int *)(this + 8) + 0x30) = 0;
    *(undefined4 *)(*(int *)(this + 8) + 0x24) = 0;
    *(undefined4 *)(*(int *)(this + 8) + 8) = 0;
  }
  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)