CTerrorGameMovement::WaterMove
0x004f88b0 · 132 bytes · __thiscall
_ZN19CTerrorGameMovement9WaterMoveEv
Decompiled
undefined (1 param)
/* CTerrorGameMovement::WaterMove() */
void __thiscall CTerrorGameMovement::WaterMove(CTerrorGameMovement *this)
{
uint uVar1;
char cVar2;
undefined *puVar3;
CTerrorPlayer::ClearGrabTarget(*(CTerrorPlayer **)(this + 0x810));
uVar1 = *(uint *)(*(int *)(this + 0x810) + 0x33c4);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)) {
cVar2 = TongueMove(this);
if (cVar2 != '\0') {
(**(code **)(*(int *)this + 0xcc))(this,0);
return;
}
}
CGameMovement::WaterMove((CGameMovement *)this);
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.