L L4D2node

CCSPlayer::IsImmobilized

0x0043aba0 · 58 bytes · __thiscall

_ZNK9CCSPlayer13IsImmobilizedEv

Decompiled

undefined (1 param)

/* CCSPlayer::IsImmobilized() const */

bool __thiscall CCSPlayer::IsImmobilized(CCSPlayer *this)

{
  int iVar1;
  bool bVar2;
  
  bVar2 = true;
  if ((((this[0x186] != (CCSPlayer)0x0) && (bVar2 = false, ((byte)this[0x1d20] & 8) == 0)) &&
      (iVar1 = *(int *)(this + 0x23bc), iVar1 != 0)) && (iVar1 != 6)) {
    bVar2 = iVar1 != 8;
  }
  return bVar2;
}

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)