L L4D2node

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 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)