CTerrorGameMovement::CategorizePosition
0x004f8180 · 87 bytes · __thiscall
_ZN19CTerrorGameMovement18CategorizePositionEb
Decompiled
undefined (2 params)
/* CTerrorGameMovement::CategorizePosition(bool) */
void __thiscall CTerrorGameMovement::CategorizePosition(CTerrorGameMovement *this,bool param_1)
{
int iVar1;
CGameMovement::CategorizePosition((CGameMovement *)this,param_1);
iVar1 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
if (iVar1 != 0) {
iVar1 = *(int *)(this + 8);
CCSPlayer::UpdateLastGroundPosition
(*(CCSPlayer **)(this + 0x810),(Vector *)(iVar1 + 0x9c),(Vector *)(iVar1 + 0x40),
(QAngle *)(iVar1 + 0xc));
}
return;
}
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.