L L4D2node

CBaseMoveBehavior::MoveDone

0x006f78b0 · 149 bytes · __thiscall

_ZN17CBaseMoveBehavior8MoveDoneEv

Decompiled

undefined (1 param)

/* CBaseMoveBehavior::MoveDone() */

void __thiscall CBaseMoveBehavior::MoveDone(CBaseMoveBehavior *this)

{
  code *UNRECOVERED_JUMPTABLE;
  char cVar1;
  char *pcVar2;
  int iVar3;
  
  pcVar2 = "";
  if (*(char **)(this + 0x7c) != (char *)0x0) {
    pcVar2 = *(char **)(this + 0x7c);
  }
  iVar3 = _V_stricmp(pcVar2,"move_keyframed");
  if (iVar3 == 0) {
    iVar3 = *(int *)(this + 0x4a4);
    cVar1 = (**(code **)(*(int *)this + 0x324))(this,iVar3);
    if (cVar1 == '\0') {
      (**(code **)(*(int *)this + 0x324))(this,-iVar3);
      UNRECOVERED_JUMPTABLE = *(code **)(this + 0x14);
      goto joined_r0x006f793f;
    }
  }
  UNRECOVERED_JUMPTABLE = *(code **)(this + 0x14);
joined_r0x006f793f:
  if (UNRECOVERED_JUMPTABLE == (code *)0x0) {
    return;
  }
  if (((uint)UNRECOVERED_JUMPTABLE & 1) == 0) {
                    /* WARNING: Could not recover jumptable at 0x006f78f3. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (*UNRECOVERED_JUMPTABLE)();
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x006f7907. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(UNRECOVERED_JUMPTABLE + *(int *)(this + *(int *)(this + 0x18)) + -1))();
  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)