L L4D2node

CTerrorGameMovement::CanPlayerSwim

0x004f8130 · 78 bytes · __thiscall

_ZN19CTerrorGameMovement13CanPlayerSwimEv

Decompiled

undefined (1 param)

/* CTerrorGameMovement::CanPlayerSwim() */

undefined4 __thiscall CTerrorGameMovement::CanPlayerSwim(CTerrorGameMovement *this)

{
  char cVar1;
  int iVar2;
  
  if (*(CBaseEntity **)(this + 0x810) == (CBaseEntity *)0x0) {
    return 1;
  }
  iVar2 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)(this + 0x810));
  cVar1 = IsASurvivorTeam(iVar2);
  if ((cVar1 == '\0') &&
     (iVar2 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)(this + 0x810)), iVar2 != 3)) {
    return 1;
  }
  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)