CGameMovement::FullWalkMove
0x00458560 · 698 bytes · __thiscall
_ZN13CGameMovement12FullWalkMoveEv
Decompiled
undefined (1 param)
/* CGameMovement::FullWalkMove() */
void __thiscall CGameMovement::FullWalkMove(CGameMovement *this)
{
uint *puVar1;
float fVar2;
char cVar3;
undefined1 uVar4;
int iVar5;
cVar3 = (**(code **)(*(int *)this + 0xc4))(this);
if (cVar3 == '\0') {
StartGravity(this);
iVar5 = *(int *)(this + 4);
fVar2 = *(float *)(iVar5 + 0x2010);
}
else {
iVar5 = *(int *)(this + 4);
fVar2 = *(float *)(iVar5 + 0x2010);
}
if (fVar2 == 0.0) {
if (*(byte *)(iVar5 + 0x253) < 2) {
if ((*(byte *)(*(int *)(this + 8) + 0x24) & 2) == 0) {
puVar1 = (uint *)(*(int *)(this + 8) + 0x28);
*puVar1 = *puVar1 & 0xfffffffd;
}
else {
(**(code **)(*(int *)this + 0x88))(this);
}
(**(code **)(*(int *)this + 0x8c))(this);
iVar5 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
if (iVar5 != 0) {
*(undefined4 *)(*(int *)(this + 8) + 0x48) = 0;
iVar5 = *(int *)(this + 4);
if (*(float *)(iVar5 + 0x1aa4) != 0.0) {
(**(code **)(*(int *)(iVar5 + 0x1a40) + 4))(iVar5 + 0x1a40,iVar5 + 0x1aa4);
*(undefined4 *)(iVar5 + 0x1aa4) = 0;
}
Friction(this);
}
CheckVelocity(this);
iVar5 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
if (iVar5 == 0) {
(**(code **)(*(int *)this + 0x60))(this);
uVar4 = 0;
}
else {
uVar4 = (**(code **)(*(int *)this + 0x70))();
(**(code **)(*(int *)this + 0x6c))(this);
}
(**(code **)(*(int *)this + 0xcc))(this,uVar4);
CheckVelocity(this);
cVar3 = (**(code **)(*(int *)this + 0xc4))(this);
if (cVar3 == '\0') {
FinishGravity(this);
}
iVar5 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
if (iVar5 != 0) {
*(undefined4 *)(*(int *)(this + 8) + 0x48) = 0;
}
(**(code **)(*(int *)this + 0xd8))(this);
}
else {
if (*(byte *)(iVar5 + 0x253) == 2) {
(**(code **)(*(int *)this + 0x50))(this);
}
iVar5 = *(int *)(this + 8);
if ((*(float *)(iVar5 + 0x48) <= 0.0 && *(float *)(iVar5 + 0x48) != 0.0) &&
(*(float *)(*(int *)(this + 4) + 0x2010) != 0.0)) {
*(undefined4 *)(*(int *)(this + 4) + 0x2010) = 0;
iVar5 = *(int *)(this + 8);
}
if ((*(byte *)(iVar5 + 0x24) & 2) == 0) {
*(uint *)(iVar5 + 0x28) = *(uint *)(iVar5 + 0x28) & 0xfffffffd;
}
else {
(**(code **)(*(int *)this + 0x88))(this);
}
(**(code **)(*(int *)this + 0x8c))(this);
(**(code **)(*(int *)this + 0x54))(this);
(**(code **)(*(int *)this + 0xcc))(this,0);
iVar5 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
if (iVar5 != 0) {
*(undefined4 *)(*(int *)(this + 8) + 0x48) = 0;
}
}
if (*(int *)(this + 0xc) == 0) {
if (*(char *)(*(int *)(this + 4) + 0x253) == '\0') {
return;
}
}
else if (*(char *)(*(int *)(this + 4) + 0x253) != '\0') {
return;
}
(**(code **)(*(int *)this + 0xfc))(this);
/* WARNING: Could not recover jumptable at 0x00458638. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(**(int **)(this + 4) + 0x284))();
return;
}
WaterJump(this);
(**(code **)(*(int *)this + 0x9c))(this,0,0);
/* WARNING: Could not recover jumptable at 0x0045869f. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0xc4))();
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.