CCSGameMovement::HandleDuckingSpeedCrop
0x0042eb50 · 108 bytes · __thiscall
_ZN15CCSGameMovement22HandleDuckingSpeedCropEv
Decompiled
undefined (1 param)
/* CCSGameMovement::HandleDuckingSpeedCrop() */
void __thiscall CCSGameMovement::HandleDuckingSpeedCrop(CCSGameMovement *this)
{
int iVar1;
if ((this[0x63c] == (CCSGameMovement)0x0) &&
(((iVar1 = *(int *)(this + 8), (*(byte *)(iVar1 + 0x24) & 4) != 0 ||
(*(char *)(*(int *)(this + 4) + 0x1a91) != '\0')) ||
((*(byte *)(*(int *)(this + 4) + 0x150) & 2) != 0)))) {
*(float *)(iVar1 + 0x2c) = *(float *)(iVar1 + 0x2c) * 0.34;
*(float *)(*(int *)(this + 8) + 0x30) = *(float *)(*(int *)(this + 8) + 0x30) * 0.34;
*(float *)(*(int *)(this + 8) + 0x34) = *(float *)(*(int *)(this + 8) + 0x34) * 0.34;
this[0x63c] = (CCSGameMovement)0x1;
}
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.