L L4D2node

CGameMovement::GetCheckInterval

0x00453400 · 158 bytes · __thiscall

_ZN13CGameMovement16GetCheckIntervalENS_14IntervalType_tE

Decompiled

undefined (2 params)

/* CGameMovement::GetCheckInterval(CGameMovement::IntervalType_t) */

int __thiscall CGameMovement::GetCheckInterval(CGameMovement *this,int param_2)

{
  int iVar1;
  
  if (param_2 == 1) {
    iVar1 = 1;
    if (*(int *)(*(int *)(this + 4) + 0x1a3c) == 0) {
      if (*(int *)(gpGlobals + 0x14) == 1) {
        return (int)(0.2 / *(float *)(gpGlobals + 0x1c));
      }
      return (int)(1.0 / *(float *)(gpGlobals + 0x1c));
    }
  }
  else {
    if (param_2 < 2) {
      if (param_2 != 0) {
        return 1;
      }
      return (int)(0.3 / *(float *)(gpGlobals + 0x1c));
    }
    iVar1 = 2;
    if (param_2 != 2) {
      if (param_2 != 3) {
        return 1;
      }
      iVar1 = (int)(0.5 / *(float *)(gpGlobals + 0x1c));
    }
  }
  return iVar1;
}

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)