L L4D2node

CTerrorGameMovement::ProcessMovement

0x004f82a0 · 94 bytes · __thiscall

_ZN19CTerrorGameMovement15ProcessMovementEP11CBasePlayerP9CMoveData

Decompiled

undefined (3 params)

/* CTerrorGameMovement::ProcessMovement(CBasePlayer*, CMoveData*) */

void __thiscall
CTerrorGameMovement::ProcessMovement
          (CTerrorGameMovement *this,CBasePlayer *param_1,CMoveData *param_2)

{
  char cVar1;
  CTerrorPlayer *this_00;
  undefined4 uVar2;
  
  *(undefined4 *)(this + 0x808) = 0;
  if ((param_1 == (CBasePlayer *)0x0) ||
     (cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), this_00 = (CTerrorPlayer *)param_1,
     cVar1 == '\0')) {
    this_00 = (CTerrorPlayer *)0x0;
  }
  *(CTerrorPlayer **)(this + 0x810) = this_00;
  uVar2 = CTerrorPlayer::GetOtherResponsibleForMovement(this_00);
  *(undefined4 *)(this + 0x86c) = uVar2;
  CCSGameMovement::ProcessMovement((CCSGameMovement *)this,param_1,param_2);
  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)