L L4D2node

CGameMovement::CheckInterval

0x00455780 · 103 bytes · __thiscall

_ZN13CGameMovement13CheckIntervalENS_14IntervalType_tE

Decompiled

undefined (2 params)

/* CGameMovement::CheckInterval(CGameMovement::IntervalType_t) */

undefined4 __thiscall CGameMovement::CheckInterval(CGameMovement *this,undefined4 param_2)

{
  int iVar1;
  undefined4 uVar2;
  int iVar3;
  int iVar4;
  
  iVar1 = (**(code **)(*(int *)this + 0x84))(this,param_2);
  uVar2 = 1;
  if (g_bMovementOptimizations != '\0') {
    iVar3 = *(int *)(*(int *)(this + 4) + 0x1fe4);
    if (iVar3 == 0) {
      iVar3 = 0;
    }
    else {
      iVar3 = *(int *)(iVar3 + 4);
    }
    iVar4 = *(int *)(*(int *)(this + 4) + 0x30);
    if (iVar4 == 0) {
      iVar4 = 0;
    }
    else {
      iVar4 = iVar4 - *(int *)(gpGlobals + 0x58) >> 4;
    }
    uVar2 = CONCAT31((int3)((uint)((iVar3 + iVar4) / iVar1) >> 8),(iVar3 + iVar4) % iVar1 == 0);
  }
  return uVar2;
}

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)