CMovementSpeedMod::InputSpeedMod
0x007b3ce0 · 692 bytes · __thiscall
_ZN17CMovementSpeedMod13InputSpeedModER11inputdata_t
Decompiled
undefined (2 params)
/* CMovementSpeedMod::InputSpeedMod(inputdata_t&) */
void __thiscall CMovementSpeedMod::InputSpeedMod(CMovementSpeedMod *this,inputdata_t *param_1)
{
CBaseEdict *this_00;
code *pcVar1;
char cVar2;
int iVar3;
CBasePlayer *this_01;
undefined4 uVar4;
int *piVar5;
undefined *puVar6;
uint uVar7;
float fVar8;
CBaseCombatWeapon *local_20;
piVar5 = *(int **)param_1;
if ((piVar5 == (int *)0x0) || (cVar2 = (**(code **)(*piVar5 + 0x16c))(piVar5), cVar2 == '\0')) {
cVar2 = (**(code **)(*g_pGameRules + 0xd0))(g_pGameRules);
if (cVar2 != '\0') {
return;
}
this_01 = (CBasePlayer *)UTIL_GetLocalPlayer();
}
else {
this_01 = *(CBasePlayer **)param_1;
}
if (this_01 == (CBasePlayer *)0x0) {
return;
}
if ((*(int *)(param_1 + 0x18) == 1) && (*(float *)(param_1 + 8) == 1.0)) {
if ((((byte)this[0x148] & 1) != 0) &&
(iVar3 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this_01), iVar3 == 0))
{
uVar7 = *(uint *)(this_01 + 0x2064);
local_20 = (CBaseCombatWeapon *)0x0;
if (((uVar7 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar7 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar7 >> 0xc)) {
local_20 = *(CBaseCombatWeapon **)(puVar6 + 4);
}
CBaseCombatCharacter::SetActiveWeapon((CBaseCombatCharacter *)this_01,local_20);
iVar3 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this_01);
if (iVar3 != 0) {
piVar5 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this_01);
(**(code **)(*piVar5 + 0x424))(piVar5);
}
}
(**(code **)(*(int *)this_01 + 0x5f0))(this_01,1);
iVar3 = GetDisabledButtonMask(this);
CBasePlayer::EnableButtons(this_01,iVar3);
if ((((byte)this[0x148] & 2) == 0) ||
(uVar7 = *(uint *)(this_01 + 0x1a7c) & 0xfffffffb, *(uint *)(this_01 + 0x1a7c) == uVar7))
goto LAB_007b3da6;
}
else {
if (((byte)this[0x148] & 1) != 0) {
iVar3 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this_01);
if (iVar3 != 0) {
pcVar1 = *(code **)(*(int *)this_01 + 0x5cc);
uVar4 = CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this_01);
(*pcVar1)(this_01,uVar4);
piVar5 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this_01);
(**(code **)(*piVar5 + 0x428))(piVar5,0);
CBaseCombatCharacter::SetActiveWeapon
((CBaseCombatCharacter *)this_01,(CBaseCombatWeapon *)0x0);
}
CBasePlayer::HideViewModels(this_01);
}
iVar3 = (**(code **)(*(int *)this_01 + 0x5f4))(this_01);
if (iVar3 != 0) {
(**(code **)(*(int *)this_01 + 0x5fc))(this_01,0);
}
(**(code **)(*(int *)this_01 + 0x5f0))(this_01,0);
iVar3 = GetDisabledButtonMask(this);
CBasePlayer::DisableButtons(this_01,iVar3);
if ((((byte)this[0x148] & 2) == 0) ||
(uVar7 = *(uint *)(this_01 + 0x1a7c) | 4, *(uint *)(this_01 + 0x1a7c) == uVar7))
goto LAB_007b3da6;
}
(**(code **)(*(int *)(this_01 + 0x1a40) + 4))(this_01 + 0x1a40,this_01 + 0x1a7c);
*(uint *)(this_01 + 0x1a7c) = uVar7;
LAB_007b3da6:
fVar8 = *(float *)(param_1 + 8);
if (*(int *)(param_1 + 0x18) != 1) {
fVar8 = 0.0;
}
if (fVar8 != *(float *)(this_01 + 0x20cc)) {
if (this_01[0x6c] == (CBasePlayer)0x0) {
this_00 = *(CBaseEdict **)(this_01 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
*(float *)(this_01 + 0x20cc) = fVar8;
}
else {
this_01[0x70] = (CBasePlayer)((byte)this_01[0x70] | 1);
*(float *)(this_01 + 0x20cc) = fVar8;
}
}
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.