L L4D2node

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 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)