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 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.