CGameMovement::WaterJump
0x00456e20 · 184 bytes · __thiscall
_ZN13CGameMovement9WaterJumpEv
Decompiled
undefined (1 param)
/* CGameMovement::WaterJump() */
void __thiscall CGameMovement::WaterJump(CGameMovement *this)
{
int iVar1;
float fVar2;
iVar1 = *(int *)(this + 4);
fVar2 = *(float *)(iVar1 + 0x2010);
if (10000.0 < fVar2) {
*(undefined4 *)(iVar1 + 0x2010) = 0x461c4000;
iVar1 = *(int *)(this + 4);
fVar2 = *(float *)(iVar1 + 0x2010);
}
if (fVar2 != 0.0) {
*(float *)(iVar1 + 0x2010) = fVar2 - *(float *)(gpGlobals + 0x10) * 1000.0;
iVar1 = *(int *)(this + 4);
if ((*(float *)(iVar1 + 0x2010) <= 0.0) || (*(char *)(iVar1 + 0x253) == '\0')) {
*(undefined4 *)(iVar1 + 0x2010) = 0;
CBaseEntity::RemoveFlag(*(CBaseEntity **)(this + 4),4);
iVar1 = *(int *)(this + 4);
}
*(undefined4 *)(*(int *)(this + 8) + 0x40) = *(undefined4 *)(iVar1 + 0x2014);
*(undefined4 *)(*(int *)(this + 8) + 0x44) = *(undefined4 *)(*(int *)(this + 4) + 0x2018);
}
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.