CPlayerMove::RunPostThink
0x007c8920 · 433 bytes · __thiscall
_ZN11CPlayerMove12RunPostThinkEP11CBasePlayer
Decompiled
undefined (2 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CPlayerMove::RunPostThink(CBasePlayer*) */
void __thiscall CPlayerMove::RunPostThink(CPlayerMove *this,CBasePlayer *param_1)
{
int iVar1;
char cVar2;
int iVar3;
undefined4 local_24;
undefined4 local_20;
undefined4 local_18;
undefined4 local_14;
int local_10;
local_24 = 0;
local_20 = 0;
if (___atan2f_finite == 0) {
local_10 = 0;
}
else {
(**(code **)(___atan2f_finite + 0x50))
(___atan2f_finite,&local_24,0,0,0,0,"/data/src/game/server/player_command.cpp",0x130,
&RunPostThink(CBasePlayer*)::tm_fmt,"(%s)%s","Unaccounted",
"CPlayerMove::RunPostThink");
local_10 = ___atan2f_finite;
}
iVar1 = _DAT_0105db00;
local_18 = local_24;
local_14 = local_20;
if ((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) {
/* try { // try from 007c8a76 to 007c8ac4 has its CatchHandler @ 007c8b04 */
iVar3 = ThreadGetCurrentId();
if (iVar1 == iVar3) {
if ((char *)*_DAT_0105d15c != "CPlayerMove::RunPostThink") {
_DAT_0105d15c =
(int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xcbc510,(char *)0x1,0xbfafa1);
}
CVProfNode::EnterScope();
DAT_0105d158 = '\0';
}
}
/* try { // try from 007c89d8 to 007c89dd has its CatchHandler @ 007c8ae3 */
(**(code **)(*(int *)param_1 + 0x598))(param_1);
iVar1 = _DAT_0105db00;
if ((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) {
iVar3 = ThreadGetCurrentId();
if (iVar1 == iVar3) {
cVar2 = CVProfNode::ExitScope();
if (cVar2 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
}
if (local_10 != 0) {
(**(code **)(local_10 + 0x54))(local_10,local_18,local_14,0,0,0);
}
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.