L L4D2node

PlayerLocomotion::IsClimbingOrJumping

0x0076bf20 · 76 bytes · __thiscall

_ZNK16PlayerLocomotion19IsClimbingOrJumpingEv

Decompiled

undefined (1 param)

/* PlayerLocomotion::IsClimbingOrJumping() const */

PlayerLocomotion __thiscall PlayerLocomotion::IsClimbingOrJumping(PlayerLocomotion *this)

{
  char cVar1;
  PlayerLocomotion PVar2;
  longdouble lVar3;
  
  PVar2 = this[0x70];
  if (PVar2 != (PlayerLocomotion)0x0) {
    lVar3 = (longdouble)CountdownTimer::Now();
    if (*(float *)(this + 0x7c) <= (float)lVar3) {
      cVar1 = (**(code **)(*(int *)this + 0xf8))(this);
      if (cVar1 != '\0') {
        this[0x70] = (PlayerLocomotion)0x0;
        PVar2 = (PlayerLocomotion)0x0;
      }
    }
  }
  return PVar2;
}

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)