L L4D2node

CGameMovement::CanAccelerate

0x00451b80 · 35 bytes · __thiscall

_ZN13CGameMovement13CanAccelerateEv

Decompiled

undefined (1 param)

/* CGameMovement::CanAccelerate() */

bool __thiscall CGameMovement::CanAccelerate(CGameMovement *this)

{
  bool bVar1;
  
  bVar1 = false;
  if (*(char *)(*(int *)(this + 4) + 0x1c80) == '\0') {
    bVar1 = *(float *)(*(int *)(this + 4) + 0x2010) == 0.0;
  }
  return bVar1;
}

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)