L L4D2node

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 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)