L L4D2node

CCSGameMovement::CanAccelerate

0x0042ebc0 · 83 bytes · __thiscall

_ZN15CCSGameMovement13CanAccelerateEv

Decompiled

undefined (1 param)

/* CCSGameMovement::CanAccelerate() */

uint __thiscall CCSGameMovement::CanAccelerate(CCSGameMovement *this)

{
  int iVar1;
  longdouble extraout_ST0;
  
  iVar1 = *(int *)(this + 0x7e0);
  if (iVar1 == 0) {
    return 1;
  }
  if ((*(uint *)(iVar1 + 0x23bc) & 0xfffffff7) != 0) {
    return *(uint *)(iVar1 + 0x1d20) >> 3 & 1;
  }
  CBasePlayer::GetWaterJumpTime(*(CBasePlayer **)(this + 4));
  return (uint)((float)extraout_ST0 == 0.0);
}

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)