CGameMovement::HandleDuckingSpeedCrop
0x004536b0 · 117 bytes · __thiscall
_ZN13CGameMovement22HandleDuckingSpeedCropEv
Decompiled
undefined (1 param)
/* CGameMovement::HandleDuckingSpeedCrop() */
void __thiscall CGameMovement::HandleDuckingSpeedCrop(CGameMovement *this)
{
int iVar1;
if ((this[0x63c] == (CGameMovement)0x0) && (((byte)(*(CBaseEntity **)(this + 4))[0x150] & 2) != 0)
) {
iVar1 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
if (iVar1 != 0) {
*(float *)(*(int *)(this + 8) + 0x2c) = *(float *)(*(int *)(this + 8) + 0x2c) * 0.33333334;
*(float *)(*(int *)(this + 8) + 0x30) = *(float *)(*(int *)(this + 8) + 0x30) * 0.33333334;
*(float *)(*(int *)(this + 8) + 0x34) = *(float *)(*(int *)(this + 8) + 0x34) * 0.33333334;
this[0x63c] = (CGameMovement)0x1;
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.