L L4D2node

CMovementSpeedMod::GetDisabledButtonMask

0x007b3c80 · 88 bytes · __thiscall

_ZN17CMovementSpeedMod21GetDisabledButtonMaskEv

Decompiled

undefined (1 param)

/* CMovementSpeedMod::GetDisabledButtonMask() */

uint __thiscall CMovementSpeedMod::GetDisabledButtonMask(CMovementSpeedMod *this)

{
  uint uVar1;
  uint uVar2;
  
  uVar1 = *(uint *)(this + 0x148);
  uVar2 = uVar1 >> 1 & 2;
  if ((uVar1 & 8) != 0) {
    uVar2 = uVar2 | 4;
  }
  if ((uVar1 & 0x10) != 0) {
    uVar2 = uVar2 | 0x20;
  }
  if ((uVar1 & 0x20) != 0) {
    uVar2 = uVar2 | 0x20000;
  }
  if ((uVar1 & 0x40) != 0) {
    uVar2 = uVar2 | 0x801;
  }
  if ((uVar1 & 0x80) != 0) {
    uVar2 = uVar2 | 0x80000;
  }
  return uVar2;
}

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)