CBasePlayer::GetGroundVPhysics
0x007af750 · 71 bytes · __thiscall
_ZN11CBasePlayer17GetGroundVPhysicsEv
Decompiled
undefined (1 param)
/* CBasePlayer::GetGroundVPhysics() */
int * __thiscall CBasePlayer::GetGroundVPhysics(CBasePlayer *this)
{
int *piVar1;
char cVar2;
int iVar3;
iVar3 = CBaseEntity::GetGroundEntity((CBaseEntity *)this);
if (((iVar3 != 0) && (*(char *)(iVar3 + 0x186) == '\x06')) &&
(piVar1 = *(int **)(iVar3 + 0x238), piVar1 != (int *)0x0)) {
cVar2 = (**(code **)(*piVar1 + 0x2c))(piVar1);
if (cVar2 != '\0') {
return piVar1;
}
}
return (int *)0x0;
}
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.