CCSGameMovement::MaintainAutoDuckJump
0x00430420 · 128 bytes · __thiscall
_ZN15CCSGameMovement20MaintainAutoDuckJumpEv
Decompiled
undefined (1 param)
/* CCSGameMovement::MaintainAutoDuckJump() */
void __thiscall CCSGameMovement::MaintainAutoDuckJump(CCSGameMovement *this)
{
uint uVar1;
CBaseEdict *this_00;
int iVar2;
int iVar3;
if (*(char *)(*(int *)(this + 0x7e0) + 0x2898) != '\0') {
iVar2 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
if (iVar2 == 0) {
uVar1 = *(uint *)(*(int *)(this + 8) + 0x24);
if ((uVar1 & 4) == 0) {
*(uint *)(*(int *)(this + 8) + 0x24) = uVar1 | 4;
}
else {
iVar2 = *(int *)(this + 0x7e0);
if (*(char *)(iVar2 + 0x2898) != '\0') {
if (*(char *)(iVar2 + 0x6c) == '\0') {
this_00 = *(CBaseEdict **)(iVar2 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
*(byte *)(iVar2 + 0x70) = *(byte *)(iVar2 + 0x70) | 1;
}
*(undefined1 *)(iVar2 + 0x2898) = 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.