CTerrorPlayer::IsGettingUp
0x004f17d0 · 289 bytes · __thiscall
_ZNK13CTerrorPlayer11IsGettingUpEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::IsGettingUp() const */
bool __thiscall CTerrorPlayer::IsGettingUp(CTerrorPlayer *this)
{
uint uVar1;
char cVar2;
int iVar3;
undefined *puVar4;
longdouble lVar5;
float fVar6;
iVar3 = *(int *)(this + 0x3f28);
if (iVar3 != 0) {
fVar6 = 1.5;
if ((iVar3 != 2) && (fVar6 = 2.5, iVar3 != 3)) {
fVar6 = 2.0;
}
cVar2 = (**(code **)(*(int *)this + 0x7e8))(this);
if (cVar2 == '\0') {
uVar1 = *(uint *)(this + 0x3e68);
if ((((((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc))
|| (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) &&
(((uVar1 = *(uint *)(this + 0x3e64), uVar1 == 0xffffffff ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
((*(uint *)(puVar4 + 8) != uVar1 >> 0xc || (*(int *)(puVar4 + 4) == 0)))))) &&
((0.0 < *(float *)(this + 0x3f30) &&
(lVar5 = (longdouble)IntervalTimer::Now(),
(float)lVar5 - *(float *)(this + 0x3f30) < fVar6)))) {
return true;
}
iVar3 = CMultiPlayerAnimState::GetMainActivity(*(CMultiPlayerAnimState **)(this + 0x2910));
return iVar3 == 0x303;
}
}
return false;
}
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.