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 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.