CGameMovement::IsMovingPlayerStuck
0x00451cc0 · 46 bytes · __thiscall
_ZNK13CGameMovement19IsMovingPlayerStuckEv
Decompiled
undefined (1 param)
/* CGameMovement::IsMovingPlayerStuck() const */
undefined4 __thiscall CGameMovement::IsMovingPlayerStuck(CGameMovement *this)
{
int iVar1;
undefined4 uVar2;
uVar2 = 0;
if (((this[0x63d] != (CGameMovement)0x0) && (this[0x63e] == (CGameMovement)0x0)) &&
(*(int *)(this + 4) != 0)) {
iVar1 = *(int *)(*(int *)(this + 4) + 0x1a3c);
uVar2 = CONCAT31((int3)((uint)iVar1 >> 8),0 < iVar1);
}
return uVar2;
}
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.