SurvivorLocomotion::IsScrambling
0x00962750 · 151 bytes · __thiscall
_ZNK18SurvivorLocomotion12IsScramblingEv
Decompiled
undefined (1 param)
/* SurvivorLocomotion::IsScrambling() const */
undefined4 __thiscall SurvivorLocomotion::IsScrambling(SurvivorLocomotion *this)
{
char cVar1;
int *piVar2;
int iVar3;
undefined4 uVar4;
longdouble lVar5;
piVar2 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
iVar3 = (**(code **)(*piVar2 + 0xb4))(piVar2);
if ((0.0 < *(float *)(iVar3 + 0x28c8)) &&
(lVar5 = (longdouble)IntervalTimer::Now(), (float)lVar5 - *(float *)(iVar3 + 0x28c8) < 1.0)) {
return 1;
}
cVar1 = (**(code **)(*(int *)this + 0xf8))(this);
if ((cVar1 != '\0') && (cVar1 = (**(code **)(*(int *)this + 200))(this), cVar1 == '\0')) {
/* WARNING: Could not recover jumptable at 0x009627ef. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar4 = (**(code **)(*(int *)this + 0x118))();
return uVar4;
}
return 1;
}
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.