L L4D2node

CGameMovement::ProcessMovement

0x004526b0 · 487 bytes · __thiscall

_ZN13CGameMovement15ProcessMovementEP11CBasePlayerP9CMoveData

Decompiled

undefined (3 params)

/* CGameMovement::ProcessMovement(CBasePlayer*, CMoveData*) */

void __thiscall
CGameMovement::ProcessMovement(CGameMovement *this,CBasePlayer *param_1,CMoveData *param_2)

{
  float fVar1;
  char cVar2;
  CGameMovement *pCVar3;
  int iVar4;
  CGameMovement *pCVar5;
  
  iVar4 = gpGlobals;
  *(undefined4 *)(this + 2000) = 0;
  pCVar5 = this + 0x3c;
  fVar1 = *(float *)(iVar4 + 0x10);
  *(float *)(iVar4 + 0x10) = *(float *)(param_1 + 0x20cc) * fVar1;
  *(undefined4 *)(this + 0x7d4) = 0;
  *(undefined4 *)(this + 0x7d8) = 0;
  *(undefined4 *)(this + 0x7dc) = 0x3f800000;
  do {
    pCVar3 = pCVar5;
    do {
      *(undefined4 *)pCVar3 = 0xffffd8f1;
      pCVar3 = pCVar3 + 0xc;
    } while (pCVar3 != pCVar5 + 0x180);
    pCVar5 = pCVar5 + 4;
  } while (pCVar5 != this + 0x48);
  *(CBasePlayer **)(this + 4) = param_1;
  this[0x63c] = (CGameMovement)0x0;
  *(CMoveData **)(this + 8) = param_2;
  *(undefined4 *)(param_2 + 0x38) = *(undefined4 *)(sv_maxspeed._28_4_ + 0x2c);
  iVar4 = *(int *)(this + 8);
  this[0x63d] = (CGameMovement)0x1;
  this[0x63e] = (CGameMovement)0x0;
  (**(code **)(*(int *)this + 0x18))
            (this,"start %f %f %f",(double)*(float *)(iVar4 + 0x9c),(double)*(float *)(iVar4 + 0xa0)
             ,(double)*(float *)(iVar4 + 0xa4));
  (**(code **)(*(int *)this + 0x44))(this);
  *(undefined4 *)(*(int *)(this + 8) + 0x28) = *(undefined4 *)(*(int *)(this + 8) + 0x24);
  iVar4 = *(int *)(this + 8);
  (**(code **)(*(int *)this + 0x18))
            (this,"end %f %f %f",(double)*(float *)(iVar4 + 0x9c),(double)*(float *)(iVar4 + 0xa0),
             (double)*(float *)(iVar4 + 0xa4));
  *(float *)(gpGlobals + 0x10) = fVar1;
  this[0x63d] = (CGameMovement)0x0;
  cVar2 = (**(code **)(**(int **)(this + 4) + 0x778))(*(int **)(this + 4));
  if (cVar2 == '\0') {
    if (ProcessMovement(CBasePlayer*,CMoveData*)::_counter == '\0') {
      iVar4 = __cxa_guard_acquire(&ProcessMovement(CBasePlayer*,CMoveData*)::_counter);
      if (iVar4 != 0) {
                    /* try { // try from 00452863 to 00452867 has its CatchHandler @ 00452897 */
        ProcessMovement(CBasePlayer*,CMoveData*)::_counter =
             (int *)CVProfile::FindOrCreateCounter(&g_VProfCurrentProfile,"PlayerMovementTraces",0);
        __cxa_guard_release(&ProcessMovement(CBasePlayer*,CMoveData*)::_counter);
        __cxa_atexit(CVProfCounter::~CVProfCounter,
                     &ProcessMovement(CBasePlayer*,CMoveData*)::_counter,&__dso_handle);
      }
    }
    *ProcessMovement(CBasePlayer*,CMoveData*)::_counter =
         *ProcessMovement(CBasePlayer*,CMoveData*)::_counter + *(int *)(this + 2000);
  }
  return;
}

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)