CCSGameMovement::ProcessMovement
0x00431aa0 · 70 bytes · __thiscall
_ZN15CCSGameMovement15ProcessMovementEP11CBasePlayerP9CMoveData
Decompiled
undefined (3 params)
/* CCSGameMovement::ProcessMovement(CBasePlayer*, CMoveData*) */
void __thiscall
CCSGameMovement::ProcessMovement(CCSGameMovement *this,CBasePlayer *param_1,CMoveData *param_2)
{
char cVar1;
CBasePlayer *pCVar2;
if ((param_1 == (CBasePlayer *)0x0) ||
(cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), pCVar2 = param_1, cVar1 == '\0')) {
pCVar2 = (CBasePlayer *)0x0;
}
*(CBasePlayer **)(this + 0x7e0) = pCVar2;
CGameMovement::ProcessMovement((CGameMovement *)this,param_1,param_2);
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.