L L4D2node

CTankClaw::CanPlayerMove

0x0055d960 · 65 bytes · __thiscall

_ZNK9CTankClaw13CanPlayerMoveEv

Decompiled

undefined (1 param)

/* CTankClaw::CanPlayerMove() const */

bool __thiscall CTankClaw::CanPlayerMove(CTankClaw *this)

{
  bool bVar1;
  longdouble extraout_ST0;
  
  bVar1 = true;
  if (0.0 < *(float *)(this + 0x17fc)) {
    CountdownTimer::Now();
    bVar1 = *(float *)(this + 0x17fc) <= (float)extraout_ST0;
  }
  return bVar1;
}

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)