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 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.