L L4D2node

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 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)