CMultiplayRules::PlayFootstepSounds
0x0046ee60 · 130 bytes · __thiscall
_ZN15CMultiplayRules18PlayFootstepSoundsEP11CBasePlayer
Decompiled
undefined (2 params)
/* CMultiplayRules::PlayFootstepSounds(CBasePlayer*) */
undefined4 __thiscall
CMultiplayRules::PlayFootstepSounds(CMultiplayRules *this,CBasePlayer *param_1)
{
undefined4 uVar1;
if (*(int *)(footsteps._28_4_ + 0x30) == 0) {
return 0;
}
uVar1 = CBasePlayer::IsOnLadder(param_1);
if ((char)uVar1 == '\0') {
if (((byte)param_1[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)param_1);
}
if (SQRT(*(float *)(param_1 + 0x274) * *(float *)(param_1 + 0x274) +
*(float *)(param_1 + 0x278) * *(float *)(param_1 + 0x278)) <= 220.0) {
return uVar1;
}
}
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.