L L4D2node

CCSGameMovement::WalkMove

0x00432290 · 231 bytes · __thiscall

_ZN15CCSGameMovement8WalkMoveEv

Decompiled

undefined (1 param)

/* CCSGameMovement::WalkMove() */

void __thiscall CCSGameMovement::WalkMove(CCSGameMovement *this)

{
  code *pcVar1;
  int iVar2;
  longdouble lVar3;
  
  if ((*(int *)(this + 0x7e0) != 0) && (0.0 < *(float *)(&DAT_00002848 + *(int *)(this + 0x7e0)))) {
    lVar3 = (longdouble)
            __pow_finite((double)((100.0 - *(float *)(&DAT_00002848 + *(int *)(this + 0x7e0)) *
                                           0.019) * 0.01),
                         (double)(*(float *)(gpGlobals + 0x10) * 70.0));
    *(float *)(*(int *)(this + 8) + 0x40) = *(float *)(*(int *)(this + 8) + 0x40) * (float)lVar3;
    *(float *)(*(int *)(this + 8) + 0x44) = (float)lVar3 * *(float *)(*(int *)(this + 8) + 0x44);
  }
  CGameMovement::WalkMove((CGameMovement *)this);
  pcVar1 = *(code **)(*(int *)this + 0x118);
  iVar2 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
  (*pcVar1)(this,iVar2 != 0);
  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)