CGameMovement::GetPlayerMins
0x00453730 · 74 bytes · __thiscall
_ZNK13CGameMovement13GetPlayerMinsEv
Decompiled
undefined (1 param)
/* CGameMovement::GetPlayerMins() const */
int __thiscall CGameMovement::GetPlayerMins(CGameMovement *this)
{
int iVar1;
if ((*(byte *)(*(int *)(this + 4) + 0x1d20) & 8) != 0) {
iVar1 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
return iVar1 + 0x48;
}
if (*(char *)(*(int *)(this + 4) + 0x1a90) != '\0') {
iVar1 = (**(code **)(*g_pGameRules + 0x7c))();
return iVar1 + 0x24;
}
iVar1 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
return iVar1 + 0xc;
}
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.