L L4D2node

CGameMovement::GetMovingPlayer

0x00451cf0 · 24 bytes · __thiscall

_ZNK13CGameMovement15GetMovingPlayerEv

Decompiled

undefined (1 param)

/* CGameMovement::GetMovingPlayer() const */

undefined4 __thiscall CGameMovement::GetMovingPlayer(CGameMovement *this)

{
  if (this[0x63d] != (CGameMovement)0x0) {
    return *(undefined4 *)(this + 4);
  }
  return 0;
}

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)