CGameMovement::FullLadderMove
0x00451be0 · 218 bytes · __thiscall
_ZN13CGameMovement14FullLadderMoveEv
Decompiled
undefined (1 param)
/* CGameMovement::FullLadderMove() */
void __thiscall CGameMovement::FullLadderMove(CGameMovement *this)
{
uint *puVar1;
int iVar2;
int iVar3;
(**(code **)(*(int *)this + 0xc4))(this);
if ((*(byte *)(*(int *)(this + 8) + 0x24) & 2) == 0) {
puVar1 = (uint *)(*(int *)(this + 8) + 0x28);
*puVar1 = *puVar1 & 0xfffffffd;
}
else {
(**(code **)(*(int *)this + 0x88))(this);
}
(**(code **)(*(int *)this + 0x8c))(this);
iVar2 = *(int *)(this + 8);
iVar3 = *(int *)(this + 4);
*(float *)(iVar2 + 0x40) = *(float *)(iVar2 + 0x40) + *(float *)(iVar3 + 0x268);
*(float *)(iVar2 + 0x44) = *(float *)(iVar2 + 0x44) + *(float *)(iVar3 + 0x26c);
*(float *)(iVar2 + 0x48) = *(float *)(iVar2 + 0x48) + *(float *)(iVar3 + 0x270);
(**(code **)(*(int *)this + 0x9c))(this,0,0);
iVar2 = *(int *)(this + 8);
iVar3 = *(int *)(this + 4);
*(float *)(iVar2 + 0x40) = *(float *)(iVar2 + 0x40) - *(float *)(iVar3 + 0x268);
*(float *)(iVar2 + 0x44) = *(float *)(iVar2 + 0x44) - *(float *)(iVar3 + 0x26c);
*(float *)(iVar2 + 0x48) = *(float *)(iVar2 + 0x48) - *(float *)(iVar3 + 0x270);
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.