CTerrorPlayerAnimState::HandleDucking
0x0050fbf0 · 92 bytes · __thiscall
_ZN22CTerrorPlayerAnimState13HandleDuckingER8Activity
Decompiled
undefined (2 params)
/* CTerrorPlayerAnimState::HandleDucking(Activity&) */
char __thiscall
CTerrorPlayerAnimState::HandleDucking(CTerrorPlayerAnimState *this,Activity *param_1)
{
char cVar1;
undefined4 uVar2;
longdouble lVar3;
if ((this[0x14c] == (CTerrorPlayerAnimState)0x0) &&
(cVar1 = *(char *)(*(int *)(this + 0x118) + 0x1a90), cVar1 != '\0')) {
lVar3 = (longdouble)CMultiPlayerAnimState::GetOuterXYSpeed((CMultiPlayerAnimState *)this);
uVar2 = 0xc;
if ((float)lVar3 < 0.5) {
uVar2 = 0x2d;
}
*(undefined4 *)param_1 = uVar2;
return cVar1;
}
return '\0';
}
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.