L L4D2node

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 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)