L L4D2node

CGameMovement::GetPlayerMins

0x004534c0 · 38 bytes · __thiscall

_ZNK13CGameMovement13GetPlayerMinsEb

Decompiled

undefined (2 params)

/* CGameMovement::GetPlayerMins(bool) const */

int __thiscall CGameMovement::GetPlayerMins(CGameMovement *this,bool param_1)

{
  int iVar1;
  
  if (!param_1) {
    iVar1 = (**(code **)(*g_pGameRules + 0x7c))();
    return iVar1 + 0xc;
  }
  iVar1 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  return iVar1 + 0x24;
}

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)