CGameMovement::StayOnGround
0x00457070 · 448 bytes · __thiscall
_ZN13CGameMovement12StayOnGroundEv
Decompiled
undefined (1 param)
/* CGameMovement::StayOnGround() */
void __thiscall CGameMovement::StayOnGround(CGameMovement *this)
{
int iVar1;
code *pcVar2;
undefined4 uVar3;
longdouble lVar4;
undefined4 local_88;
undefined4 local_84;
float local_80;
undefined4 local_7c;
undefined4 local_78;
float local_74;
undefined1 local_70 [12];
undefined4 local_64;
undefined4 local_60;
float local_5c;
float local_50;
float local_44;
char local_39;
iVar1 = *(int *)(this + 8);
local_88 = *(undefined4 *)(iVar1 + 0x9c);
local_84 = *(undefined4 *)(iVar1 + 0xa0);
local_80 = *(float *)(iVar1 + 0xa4) + 2.0;
local_74 = *(float *)(iVar1 + 0xa4) - *(float *)(*(int *)(this + 4) + 0x1acc);
pcVar2 = *(code **)(*(int *)this + 0x3c);
local_7c = local_88;
local_78 = local_84;
uVar3 = (**(code **)(*(int *)this + 0x40))(this,0,0);
(*pcVar2)(this,*(int *)(this + 8) + 0x9c,&local_88,uVar3,8,local_70);
local_88 = local_64;
pcVar2 = *(code **)(*(int *)this + 0x3c);
local_84 = local_60;
local_80 = local_5c;
uVar3 = (**(code **)(*(int *)this + 0x40))(this,0,0);
(*pcVar2)(this,&local_88,&local_7c,uVar3,8,local_70);
if (((0.0 < local_44) && (local_44 < 1.0)) && (local_39 == '\0')) {
lVar4 = (longdouble)(**(code **)(*(int *)this + 0x38))(this);
if ((float)lVar4 <= local_50) {
iVar1 = *(int *)(this + 8);
if (0.015625 < ABS(*(float *)(iVar1 + 0xa4) - local_5c)) {
*(float *)(iVar1 + 0xa4) = local_5c;
*(undefined4 *)(iVar1 + 0x9c) = local_64;
*(undefined4 *)(iVar1 + 0xa0) = local_60;
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.