L L4D2node

CTerrorPlayer::IsAbleToMove

0x004f4ed0 · 520 bytes · __thiscall

_ZNK13CTerrorPlayer12IsAbleToMoveEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::IsAbleToMove() const */

undefined4 __thiscall CTerrorPlayer::IsAbleToMove(CTerrorPlayer *this)

{
  uint uVar1;
  char cVar2;
  undefined4 uVar3;
  int *piVar4;
  undefined *puVar5;
  
  cVar2 = (**(code **)(*(int *)this + 0x7e8))(this);
  if (cVar2 == '\0') {
    uVar3 = IsPlayingDeathAnim(this);
    if ((char)uVar3 != '\0') {
      return uVar3;
    }
    uVar1 = *(uint *)(this + 0x3e68);
    if (((((((((uVar1 == 0xffffffff) ||
              (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc))
             || (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar5 + 4) == 0)) &&
           (((uVar1 = *(uint *)(this + 0x3e64), uVar1 == 0xffffffff ||
             (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc))
            || ((*(uint *)(puVar5 + 8) != uVar1 >> 0xc || (*(int *)(puVar5 + 4) == 0)))))) &&
          (((uVar1 = *(uint *)(this + 0x3e48), uVar1 == 0xffffffff ||
            (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
           ((*(uint *)(puVar5 + 8) != uVar1 >> 0xc || (*(int *)(puVar5 + 4) == 0)))))) &&
         ((((uVar1 = *(uint *)(this + 0x3e44), uVar1 == 0xffffffff ||
            (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
           (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar5 + 4) == 0)))) &&
        ((((uVar1 = *(uint *)(this + 0x3edc), uVar1 == 0xffffffff ||
           (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
          ((*(uint *)(puVar5 + 8) != uVar1 >> 0xc || (*(int *)(puVar5 + 4) == 0)))) &&
         (((uVar1 = *(uint *)(this + 0x2a4c), uVar1 == 0xffffffff ||
           (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
          ((*(uint *)(puVar5 + 8) != uVar1 >> 0xc || (*(int *)(puVar5 + 4) == 0)))))))) &&
       (((((uVar1 = *(uint *)(this + 0x33c4), uVar1 == 0xffffffff ||
           (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
          (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar5 + 4) == 0)) &&
        ((piVar4 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this),
         piVar4 == (int *)0x0 || (cVar2 = (**(code **)(*piVar4 + 0x67c))(piVar4), cVar2 != '\0')))))
       ) {
      return CONCAT31((int3)((uint)*(int *)(this + 0x2b44) >> 8),*(int *)(this + 0x2b44) == 0);
    }
  }
  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)