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 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.