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 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.