CGameMovement::CanUnduck
0x004543d0 · 576 bytes · __thiscall
_ZN13CGameMovement9CanUnduckEv
Decompiled
undefined (1 param)
/* CGameMovement::CanUnduck() */
bool __thiscall CGameMovement::CanUnduck(CGameMovement *this)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
char cVar7;
code *pcVar8;
int iVar9;
int iVar10;
undefined4 uVar11;
float local_7c [3];
undefined1 local_70 [44];
float local_44;
char local_39;
iVar9 = *(int *)(this + 8);
local_7c[0] = *(float *)(iVar9 + 0x9c);
local_7c[1] = *(float *)(iVar9 + 0xa0);
local_7c[2] = *(float *)(iVar9 + 0xa4);
iVar9 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
if (iVar9 == 0) {
iVar9 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
iVar10 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
fVar1 = *(float *)(iVar10 + 0x18);
fVar2 = *(float *)(iVar10 + 0x1c);
fVar3 = *(float *)(iVar10 + 0x20);
fVar4 = *(float *)(iVar9 + 0xc);
fVar5 = *(float *)(iVar9 + 0x10);
fVar6 = *(float *)(iVar9 + 0x14);
iVar9 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
iVar10 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
local_7c[0] = local_7c[0] -
((fVar1 - fVar4) - (*(float *)(iVar10 + 0x30) - *(float *)(iVar9 + 0x24)));
local_7c[1] = local_7c[1] -
((fVar2 - fVar5) - (*(float *)(iVar10 + 0x34) - *(float *)(iVar9 + 0x28)));
local_7c[2] = local_7c[2] -
((fVar3 - fVar6) - (*(float *)(iVar10 + 0x38) - *(float *)(iVar9 + 0x2c)));
}
else {
iVar9 = 0;
do {
iVar10 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
fVar1 = *(float *)(iVar10 + 0x24 + iVar9);
iVar10 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
*(float *)((int)local_7c + iVar9) =
(fVar1 + *(float *)((int)local_7c + iVar9)) - *(float *)(iVar10 + 0xc + iVar9);
iVar9 = iVar9 + 4;
} while (iVar9 != 0xc);
}
iVar9 = *(int *)(this + 4);
cVar7 = *(char *)(iVar9 + 0x1a90);
if (cVar7 != '\0') {
(**(code **)(*(int *)(iVar9 + 0x1a40) + 4))(iVar9 + 0x1a40,iVar9 + 0x1a90);
*(undefined1 *)(iVar9 + 0x1a90) = 0;
}
pcVar8 = *(code **)(*(int *)this + 0x3c);
uVar11 = (**(code **)(*(int *)this + 0x40))(this,0,0);
(*pcVar8)(this,*(int *)(this + 8) + 0x9c,local_7c,uVar11,8,local_70);
iVar9 = *(int *)(this + 4);
if (cVar7 != *(char *)(iVar9 + 0x1a90)) {
(**(code **)(*(int *)(iVar9 + 0x1a40) + 4))(iVar9 + 0x1a40,iVar9 + 0x1a90);
*(char *)(iVar9 + 0x1a90) = cVar7;
}
return local_39 == '\0' && local_44 == 1.0;
}
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.