PlayerLocomotion::JumpAcrossGap
0x0076bc50 · 169 bytes · __cdecl
_ZN16PlayerLocomotion13JumpAcrossGapERK6VectorS2_
Decompiled
undefined (2 params)
/* PlayerLocomotion::JumpAcrossGap(Vector const&, Vector const&) */
void PlayerLocomotion::JumpAcrossGap(Vector *param_1,Vector *param_2)
{
undefined4 uVar1;
int *piVar2;
(**(code **)(*(int *)param_1 + 0xc4))(param_1);
piVar2 = (int *)(**(code **)(*(int *)param_1 + 0xb0))(param_1);
piVar2 = (int *)(**(code **)(*piVar2 + 0xc4))(piVar2);
(**(code **)(*piVar2 + 0xc0))
(piVar2,param_2,4,0x3f800000,0,"Looking forward while jumping a gap",1,0x3e800000);
param_1[0x81] = (Vector)0x1;
*(undefined4 *)(param_1 + 0x84) = *(undefined4 *)param_2;
*(undefined4 *)(param_1 + 0x88) = *(undefined4 *)(param_2 + 4);
uVar1 = *(undefined4 *)(param_2 + 8);
param_1[0x90] = (Vector)0x0;
*(undefined4 *)(param_1 + 0x8c) = uVar1;
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.