L L4D2node

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 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)