CMultiPlayerAnimState::HandleDucking
0x0046d230 · 79 bytes · __thiscall
_ZN21CMultiPlayerAnimState13HandleDuckingER8Activity
Decompiled
undefined (2 params)
/* CMultiPlayerAnimState::HandleDucking(Activity&) */
undefined4 __thiscall
CMultiPlayerAnimState::HandleDucking(CMultiPlayerAnimState *this,Activity *param_1)
{
longdouble lVar1;
if ((*(byte *)(*(int *)(this + 0x1c) + 0x150) & 2) == 0) {
return 0;
}
lVar1 = (longdouble)GetOuterXYSpeed(this);
if ((float)lVar1 <= 0.5) {
*(undefined4 *)param_1 = 0x61f;
return 1;
}
*(undefined4 *)param_1 = 0x626;
return 1;
}
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.