CGameMovement::PlayerRoughLandingEffects
0x00453a40 · 273 bytes · __thiscall
_ZN13CGameMovement25PlayerRoughLandingEffectsEf
Decompiled
undefined (2 params)
/* CGameMovement::PlayerRoughLandingEffects(float) */
void __thiscall CGameMovement::PlayerRoughLandingEffects(CGameMovement *this,float param_1)
{
float fVar1;
int iVar2;
if (0.0 < param_1) {
*(undefined4 *)(*(int *)(this + 4) + 0x1ff0) = 0x43c80000;
iVar2 = *(int *)(this + 4);
fVar1 = *(float *)(iVar2 + 0x1aa4) * 0.013;
if (fVar1 != *(float *)(iVar2 + 0x1ab8)) {
(**(code **)(*(int *)(iVar2 + 0x1a40) + 4))(iVar2 + 0x1a40,iVar2 + 0x1ab0);
*(float *)(iVar2 + 0x1ab8) = fVar1;
iVar2 = *(int *)(this + 4);
}
if (8.0 < *(float *)(iVar2 + 0x1ab0)) {
(**(code **)(*(int *)(iVar2 + 0x1a40) + 4))(iVar2 + 0x1a40,iVar2 + 0x1ab0);
*(undefined4 *)(iVar2 + 0x1ab0) = 0x41000000;
}
if (0.85 < param_1) {
CBasePlayer::RumbleEffect(*(CBasePlayer **)(this + 4),'\x12','\0','\0');
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.