CCSPlayer::State_Enter_ACTIVE
0x00651dc0 · 151 bytes · __thiscall
_ZN9CCSPlayer18State_Enter_ACTIVEEv
Decompiled
undefined (1 param)
/* CCSPlayer::State_Enter_ACTIVE() */
void __thiscall CCSPlayer::State_Enter_ACTIVE(CCSPlayer *this)
{
int *piVar1;
CBaseEntity::SetMoveType((CBaseEntity *)this,2,0);
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),*(ushort *)(this + 0x1b4) & 0xfffffffb);
if (*(int *)(this + 0x1a7c) == 0) {
piVar1 = *(int **)(this + 0x238);
}
else {
(**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1a7c);
piVar1 = *(int **)(this + 0x238);
*(undefined4 *)(this + 0x1a7c) = 0;
}
if (piVar1 != (int *)0x0) {
/* WARNING: Could not recover jumptable at 0x00651e1f. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar1 + 100))();
return;
}
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.