CTerrorGameMovement::PlayerSolidMask
0x004f8030 · 243 bytes · __thiscall
_ZNK19CTerrorGameMovement15PlayerSolidMaskEbP11CBasePlayer
Decompiled
undefined (3 params)
/* CTerrorGameMovement::PlayerSolidMask(bool, CBasePlayer*) const */
uint __thiscall
CTerrorGameMovement::PlayerSolidMask(CTerrorGameMovement *this,bool param_1,CBasePlayer *param_2)
{
char cVar1;
int iVar2;
uint uVar3;
CBaseEntity *this_00;
uint uVar4;
if ((param_2 == (CBasePlayer *)0x0) &&
(param_2 = *(CBasePlayer **)(this + 4), param_2 == (CBasePlayer *)0x0)) {
this_00 = (CBaseEntity *)0x0;
uVar4 = 0;
}
else {
uVar4 = 0x400000;
cVar1 = (**(code **)(*(int *)param_2 + 0x558))(param_2);
this_00 = (CBaseEntity *)param_2;
if (cVar1 == '\0') {
uVar4 = 0x1000;
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_2);
if ((iVar2 != 3) && ((iVar2 == 4 || (uVar4 = 0, iVar2 == 2)))) {
uVar4 = 0x800;
}
}
}
iVar2 = CBaseEntity::GetTeamNumber(this_00);
cVar1 = (**(code **)(*(int *)param_2 + 0x778))(param_2);
if (param_1) {
uVar3 = uVar4 | 0x1420b;
if (iVar2 == 3) {
uVar3 = uVar4 | 0x2420b;
if (cVar1 == '\0') {
uVar3 = uVar4 | 0x8002420b;
}
}
}
else {
uVar3 = uVar4 | 0x201420b;
if (iVar2 == 3) {
uVar3 = uVar4 | 0x202420b;
if (cVar1 == '\0') {
uVar3 = uVar4 | 0x8202420b;
}
return uVar3;
}
}
return uVar3;
}
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.