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 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.