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 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.