CPlayerInfo::RunPlayerMove
0x007ab660 · 734 bytes · __thiscall
_ZN11CPlayerInfo13RunPlayerMoveEP7CBotCmd
Decompiled
undefined (2 params)
/* CPlayerInfo::RunPlayerMove(CBotCmd*) */
void __thiscall CPlayerInfo::RunPlayerMove(CPlayerInfo *this,CBotCmd *param_1)
{
float fVar1;
undefined4 uVar2;
CBaseEdict *this_00;
code *pcVar3;
char cVar4;
int iVar5;
int *piVar6;
undefined4 uVar7;
int iVar8;
int iVar9;
undefined **local_74;
undefined4 local_70;
undefined4 local_6c;
undefined4 local_68;
undefined4 local_64;
undefined4 local_60;
undefined4 local_5c;
undefined4 local_58;
undefined4 local_54;
undefined4 local_50;
CBotCmd local_4c;
undefined4 local_48;
undefined4 local_44;
undefined4 local_40;
undefined2 local_3c;
undefined2 local_3a;
CBotCmd local_38;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
cVar4 = (**(code **)(**(int **)(this + 8) + 0x778))(*(int **)(this + 8));
if (cVar4 == '\0') {
return;
}
local_50 = *(undefined4 *)(param_1 + 0x24);
local_74 = &PTR__CUserCmd_00c15058;
local_5c = *(undefined4 *)(param_1 + 0x18);
local_34 = 0;
local_30 = 0;
local_58 = *(undefined4 *)(param_1 + 0x1c);
local_70 = *(undefined4 *)(param_1 + 4);
local_54 = *(undefined4 *)(param_1 + 0x20);
local_2c = 0;
local_68 = *(undefined4 *)(param_1 + 0xc);
local_38 = param_1[0x3c];
local_64 = *(undefined4 *)(param_1 + 0x10);
local_28 = 0;
local_60 = *(undefined4 *)(param_1 + 0x14);
local_4c = param_1[0x28];
local_24 = 0;
local_20 = 0;
local_3c = *(undefined2 *)(param_1 + 0x38);
local_3a = *(undefined2 *)(param_1 + 0x3a);
local_40 = *(undefined4 *)(param_1 + 0x34);
local_6c = *(undefined4 *)(param_1 + 8);
local_48 = *(undefined4 *)(param_1 + 0x2c);
iVar8 = *(int *)(this + 8);
local_44 = *(undefined4 *)(param_1 + 0x30);
fVar1 = *(float *)(gpGlobals + 0xc);
uVar2 = *(undefined4 *)(gpGlobals + 0x10);
iVar9 = (int)(fVar1 / *(float *)(gpGlobals + 0x1c) + 0.5);
if (iVar9 != *(int *)(iVar8 + 0x2054)) {
if (*(char *)(iVar8 + 0x6c) == '\0') {
this_00 = *(CBaseEdict **)(iVar8 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
*(byte *)(iVar8 + 0x70) = *(byte *)(iVar8 + 0x70) | 1;
}
*(int *)(iVar8 + 0x2054) = iVar9;
}
piVar6 = (int *)MoveHelperServer();
(**(code **)(*piVar6 + 4))(piVar6,*(undefined4 *)(this + 8));
pcVar3 = *(code **)(**(int **)(this + 8) + 0x71c);
uVar7 = MoveHelperServer();
(*pcVar3)(*(undefined4 *)(this + 8),&local_74,uVar7);
iVar8 = *(int *)(this + 8);
if (&local_74 != (undefined ***)(iVar8 + 0x1f8c)) {
*(undefined4 *)(iVar8 + 0x1f98) = local_68;
*(undefined4 *)(iVar8 + 0x1f90) = local_70;
*(undefined4 *)(iVar8 + 0x1f9c) = local_64;
*(undefined4 *)(iVar8 + 0x1fa0) = local_60;
*(undefined4 *)(iVar8 + 0x1f94) = local_6c;
*(undefined4 *)(iVar8 + 0x1fa4) = local_5c;
*(undefined4 *)(iVar8 + 0x1fa8) = local_58;
*(undefined4 *)(iVar8 + 0x1fb0) = local_50;
*(undefined4 *)(iVar8 + 0x1fac) = local_54;
*(CBotCmd *)(iVar8 + 0x1fb4) = local_4c;
*(undefined4 *)(iVar8 + 0x1fb8) = local_48;
*(undefined4 *)(iVar8 + 0x1fbc) = local_44;
*(undefined4 *)(iVar8 + 0x1fc0) = local_40;
*(undefined2 *)(iVar8 + 0x1fc4) = local_3c;
*(undefined2 *)(iVar8 + 0x1fc6) = local_3a;
*(CBotCmd *)(iVar8 + 0x1fc8) = local_38;
*(undefined4 *)(iVar8 + 0x1fcc) = local_34;
*(undefined4 *)(iVar8 + 0x1fd0) = local_30;
*(undefined4 *)(iVar8 + 0x1fd4) = local_2c;
*(undefined4 *)(iVar8 + 0x1fd8) = local_28;
*(undefined4 *)(iVar8 + 0x1fdc) = local_24;
*(undefined4 *)(iVar8 + 0x1fe0) = local_20;
iVar8 = *(int *)(this + 8);
}
*(undefined4 *)(iVar8 + 0x1c94) = 0;
iVar8 = gpGlobals;
*(float *)(gpGlobals + 0xc) = fVar1;
*(undefined4 *)(iVar8 + 0x10) = uVar2;
piVar6 = (int *)MoveHelperServer();
(**(code **)(*piVar6 + 4))(piVar6,0);
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.