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 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.