CBasePlayer::DeactivateMovementConstraint
0x007b7800 · 357 bytes · __thiscall
_ZN11CBasePlayer28DeactivateMovementConstraintEv
Decompiled
undefined (1 param)
/* CBasePlayer::DeactivateMovementConstraint() */
void __thiscall CBasePlayer::DeactivateMovementConstraint(CBasePlayer *this)
{
uint uVar1;
CBaseEdict *pCVar2;
float fVar3;
float fVar4;
float fVar5;
int iVar6;
undefined *puVar7;
uVar1 = *(uint *)(this + 0x208c);
if ((((uVar1 != 0xffffffff) &&
(puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar7 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar7 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar7 + 4) != 0)) {
if (this[0x6c] == (CBasePlayer)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
this[0x70] = (CBasePlayer)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x208c) = 0xffffffff;
}
if (*(float *)(this + 0x209c) != 0.0) {
if (this[0x6c] == (CBasePlayer)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
this[0x70] = (CBasePlayer)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x209c) = 0;
}
fVar5 = DAT_01053d50;
fVar4 = DAT_01053d4c;
fVar3 = vec3_origin;
if (((vec3_origin == *(float *)(this + 0x2090)) && (DAT_01053d4c == *(float *)(this + 0x2094))) &&
(DAT_01053d50 == *(float *)(this + 0x2098))) {
return;
}
if (this[0x6c] == (CBasePlayer)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
this[0x70] = (CBasePlayer)((byte)this[0x70] | 1);
}
*(float *)(this + 0x2090) = fVar3;
*(float *)(this + 0x2094) = fVar4;
*(float *)(this + 0x2098) = fVar5;
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.