L L4D2node

PlayerLocomotion::IsOnGround

0x0076bee0 · 27 bytes · __thiscall

_ZNK16PlayerLocomotion10IsOnGroundEv

Decompiled

undefined (1 param)

/* PlayerLocomotion::IsOnGround() const */

bool __thiscall PlayerLocomotion::IsOnGround(PlayerLocomotion *this)

{
  int iVar1;
  
  iVar1 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 0x6c));
  return iVar1 != 0;
}

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)