L L4D2node

CTerrorPlayer::IsMotionControlledXY

0x004f3200 · 36 bytes · __thiscall

_ZNK13CTerrorPlayer20IsMotionControlledXYE8Activity

Decompiled

undefined (2 params)

/* CTerrorPlayer::IsMotionControlledXY(Activity) const */

undefined4 __thiscall CTerrorPlayer::IsMotionControlledXY(undefined4 this,undefined4 param_2)

{
  switch(param_2) {
  case 0x26d:
  case 0x26e:
  case 0x26f:
  case 0x270:
  case 0x271:
  case 0x272:
  case 0x273:
  case 0x274:
  case 0x275:
  case 0x276:
  case 0x277:
  case 0x278:
  case 0x279:
  case 0x27a:
  case 0x27b:
  case 0x27c:
  case 0x284:
  case 0x285:
  case 0x286:
  case 0x287:
  case 0x29b:
  case 0x29d:
  case 0x2c6:
  case 0x2c7:
  case 0x2cf:
  case 0x2d0:
  case 0x2d2:
  case 0x2d4:
  case 0x2d9:
  case 0x2db:
  case 0x2de:
  case 0x2e0:
  case 0x2fd:
  case 0x2fe:
  case 0x2ff:
  case 0x300:
  case 0x318:
  case 0x319:
  case 0x31a:
  case 0x31b:
    return 1;
  default:
    return 0;
  }
}

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)