L L4D2node

CBaseEntity::IsMoving

0x00601830 · 85 bytes · __thiscall

_ZN11CBaseEntity8IsMovingEv

Decompiled

undefined (1 param)

/* CBaseEntity::IsMoving() */

bool __thiscall CBaseEntity::IsMoving(CBaseEntity *this)

{
  bool bVar1;
  float local_18;
  float local_14;
  float local_10;
  
  (**(code **)(*(int *)this + 0x25c))(this,&local_18,0);
  bVar1 = true;
  if ((vec3_origin == local_18) && (DAT_01053d4c == local_14)) {
    bVar1 = DAT_01053d50 != local_10;
  }
  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)