PlayerLocomotion::AdjustPosture
0x0076bb50 · 239 bytes · __cdecl
_ZN16PlayerLocomotion13AdjustPostureERK6Vector
Decompiled
undefined (1 param)
/* PlayerLocomotion::AdjustPosture(Vector const&) */
void PlayerLocomotion::AdjustPosture(Vector *param_1)
{
char cVar1;
int *piVar2;
int *piVar3;
int iVar4;
undefined4 uStack00000008;
piVar2 = (int *)(**(code **)(*(int *)param_1 + 0xb0))(param_1);
piVar2 = (int *)(**(code **)(*piVar2 + 0xc4))(piVar2);
cVar1 = (**(code **)(*piVar2 + 0x100))(piVar2,0);
if ((cVar1 == '\0') && (cVar1 = (**(code **)(*piVar2 + 0x100))(piVar2,1), cVar1 == '\0')) {
return;
}
piVar3 = (int *)(**(code **)(*(int *)param_1 + 0xb0))(param_1);
piVar3 = (int *)(**(code **)(*piVar3 + 0xb4))(piVar3);
if ((piVar3 != (int *)0x0) && (cVar1 = (**(code **)(*piVar3 + 0x16c))(piVar3), cVar1 != '\0')) {
cVar1 = (**(code **)(*piVar3 + 0x790))(piVar3);
if (cVar1 == '\0') {
cVar1 = (**(code **)(*piVar2 + 0x100))(piVar2,1);
if (cVar1 != '\0') {
iVar4 = *piVar2;
uStack00000008 = 0;
goto LAB_0076bc2e;
}
}
else {
cVar1 = (**(code **)(*piVar2 + 0x100))(piVar2,0);
if (cVar1 != '\0') {
iVar4 = *piVar2;
uStack00000008 = 1;
LAB_0076bc2e:
/* WARNING: Could not recover jumptable at 0x0076bc3d. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(iVar4 + 0xec))();
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.