L L4D2node

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 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)