ILocomotion::ClearStuckStatus
0x00755a70 · 251 bytes · __thiscall
_ZN11ILocomotion16ClearStuckStatusEPKc
Decompiled
undefined (2 params)
/* ILocomotion::ClearStuckStatus(char const*) */
void __thiscall ILocomotion::ClearStuckStatus(ILocomotion *this,char *param_1)
{
char cVar1;
undefined4 *puVar2;
INextBot *this_00;
int *piVar3;
undefined4 uVar4;
longdouble lVar5;
cVar1 = (**(code **)(*(int *)this + 0x168))(this);
if (cVar1 != '\0') {
this[0x34] = (ILocomotion)0x0;
piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
(**(code **)(*piVar3 + 0x2c))(piVar3);
}
puVar2 = (undefined4 *)(**(code **)(*(int *)this + 300))(this);
*(undefined4 *)(this + 0x4c) = *puVar2;
*(undefined4 *)(this + 0x50) = puVar2[1];
*(undefined4 *)(this + 0x54) = puVar2[2];
lVar5 = (longdouble)IntervalTimer::Now();
if ((float)lVar5 != *(float *)(this + 0x3c)) {
(**(code **)(*(int *)(this + 0x38) + 4))(this + 0x38,this + 0x3c);
*(float *)(this + 0x3c) = (float)lVar5;
}
this_00 = (INextBot *)(**(code **)(*(int *)this + 0xb0))(this);
cVar1 = INextBot::IsDebugging(this_00,0x10);
if (cVar1 != '\0') {
piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
uVar4 = (**(code **)(*piVar3 + 0x13c))(piVar3);
DevMsg("%3.2f: ClearStuckStatus: %s %s\n",(double)*(float *)(gpGlobals + 0xc),uVar4,param_1);
}
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.