CCSPlayerMove::StartCommand
0x00663bb0 · 290 bytes · __thiscall
_ZN13CCSPlayerMove12StartCommandEP11CBasePlayerP8CUserCmd
Decompiled
undefined (3 params)
/* CCSPlayerMove::StartCommand(CBasePlayer*, CUserCmd*) */
void __thiscall
CCSPlayerMove::StartCommand(CCSPlayerMove *this,CBasePlayer *param_1,CUserCmd *param_2)
{
CBasePlayer CVar1;
CBaseEdict *pCVar2;
CBasePlayer *pCVar3;
char cVar4;
int iVar5;
if ((param_1 == (CBasePlayer *)0x0) ||
(cVar4 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar4 == '\0')) {
pCVar3 = (CBasePlayer *)0x0;
CVar1 = CRam0000283c;
}
else {
CVar1 = param_1[0x283c];
pCVar3 = param_1;
}
if (CVar1 == (CBasePlayer)0x0) {
CVar1 = pCVar3[0x283d];
}
else {
if (pCVar3[0x6c] == (CBasePlayer)0x0) {
pCVar2 = *(CBaseEdict **)(pCVar3 + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
pCVar3[0x70] = (CBasePlayer)((byte)pCVar3[0x70] | 1);
}
CVar1 = pCVar3[0x283d];
pCVar3[0x283c] = (CBasePlayer)0x0;
}
if (CVar1 == (CBasePlayer)0x0) {
CVar1 = pCVar3[0x2844];
}
else {
if (pCVar3[0x6c] == (CBasePlayer)0x0) {
pCVar2 = *(CBaseEdict **)(pCVar3 + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
pCVar3[0x70] = (CBasePlayer)((byte)pCVar3[0x70] | 1);
}
CVar1 = pCVar3[0x2844];
pCVar3[0x283d] = (CBasePlayer)0x0;
}
if (CVar1 != (CBasePlayer)0x0) {
if (pCVar3[0x6c] == (CBasePlayer)0x0) {
pCVar2 = *(CBaseEdict **)(pCVar3 + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar5 + 2) = 0;
}
pCVar3[0x2844] = (CBasePlayer)0x0;
}
else {
pCVar3[0x70] = (CBasePlayer)((byte)pCVar3[0x70] | 1);
pCVar3[0x2844] = (CBasePlayer)0x0;
}
}
CPlayerMove::StartCommand((CPlayerMove *)this,param_1,param_2);
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.