L L4D2node

CGameMovement::FixPlayerCrouchStuck

0x0045ba40 · 292 bytes · __thiscall

_ZN13CGameMovement20FixPlayerCrouchStuckEb

Decompiled

undefined (2 params)

/* WARNING: Type propagation algorithm not settling */
/* CGameMovement::FixPlayerCrouchStuck(bool) */

void __thiscall CGameMovement::FixPlayerCrouchStuck(CGameMovement *this,bool param_1)

{
  int iVar1;
  code *pcVar2;
  int iVar3;
  int iVar4;
  int *piVar5;
  float fVar6;
  int aiStack_b4 [2];
  int *local_ac;
  CGameMovement *local_a8;
  int local_a4 [2];
  undefined1 *local_9c;
  float local_8c;
  undefined4 local_88;
  undefined4 local_84;
  float local_80;
  int local_74;
  undefined1 local_70 [96];
  
  local_a4[1] = 8;
  local_a8 = this;
  local_a4[0] = *(int *)(this + 8) + 0x9c;
  local_ac = &local_74;
  aiStack_b4[1] = 0x45ba80;
  local_9c = local_70;
  (**(code **)(*(int *)this + 0xf8))();
  piVar5 = aiStack_b4 + 1;
  if (local_74 != -1) {
    iVar3 = *(int *)(this + 8);
    local_80 = (float)param_1;
    iVar4 = 0x24;
    fVar6 = *(float *)(iVar3 + 0xa4);
    local_84 = *(undefined4 *)(iVar3 + 0x9c);
    local_88 = *(undefined4 *)(iVar3 + 0xa0);
    local_8c = fVar6;
    while( true ) {
      *(float *)(iVar3 + 0xa4) = fVar6 + local_80;
      iVar3 = *(int *)this;
      piVar5[4] = (int)local_70;
      piVar5[3] = 8;
      iVar1 = *(int *)(this + 8);
      piVar5[1] = (int)this;
      piVar5[2] = iVar1 + 0x9c;
      *piVar5 = (int)&local_74;
      pcVar2 = *(code **)(iVar3 + 0xf8);
      piVar5[-1] = 0x45bb20;
      (*pcVar2)();
      piVar5 = piVar5 + -1;
      if (local_74 == -1) break;
      iVar4 = iVar4 + -1;
      if (iVar4 == 0) {
        iVar3 = *(int *)(this + 8);
        *(undefined4 *)(iVar3 + 0x9c) = local_84;
        *(undefined4 *)(iVar3 + 0xa0) = local_88;
        *(float *)(iVar3 + 0xa4) = local_8c;
        return;
      }
      iVar3 = *(int *)(this + 8);
      fVar6 = *(float *)(iVar3 + 0xa4);
    }
  }
  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)