CCSPlayerMove::SetupMove
0x00663ab0 · 142 bytes · __thiscall
_ZN13CCSPlayerMove9SetupMoveEP11CBasePlayerP8CUserCmdP11IMoveHelperP9CMoveData
Decompiled
undefined (5 params)
/* CCSPlayerMove::SetupMove(CBasePlayer*, CUserCmd*, IMoveHelper*, CMoveData*) */
void __thiscall
CCSPlayerMove::SetupMove
(CCSPlayerMove *this,CBasePlayer *param_1,CUserCmd *param_2,IMoveHelper *param_3,
CMoveData *param_4)
{
int *piVar1;
CBasePlayer::AvoidPhysicsProps(param_1,param_2);
CPlayerMove::SetupMove((CPlayerMove *)this,param_1,param_2,param_3,param_4);
piVar1 = (int *)(**(code **)(*(int *)param_1 + 0x500))(param_1);
if ((piVar1 != (int *)0x0) && (*(float *)(gpGlobals + 0x10) != 0.0)) {
/* WARNING: Could not recover jumptable at 0x00663b3e. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar1 + 0x10))();
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.