CTerrorPlayer::IsCrawling
0x004f2c20 · 75 bytes · __thiscall
_ZNK13CTerrorPlayer10IsCrawlingEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::IsCrawling() const */
undefined4 __thiscall CTerrorPlayer::IsCrawling(CTerrorPlayer *this)
{
char cVar1;
undefined4 uVar2;
cVar1 = (**(code **)(*(int *)this + 0x7e8))(this);
uVar2 = 0;
if ((((cVar1 != '\0') && (this[0x39f1] == (CTerrorPlayer)0x0)) &&
(this[0x33dc] == (CTerrorPlayer)0x0)) && (((byte)this[0x1cb0] & 8) != 0)) {
uVar2 = CONCAT31((int3)((uint)*(int *)(SurvivorAllowCrawling._28_4_ + 0x30) >> 8),
*(int *)(SurvivorAllowCrawling._28_4_ + 0x30) != 0);
}
return uVar2;
}
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.