L L4D2node

CTerrorPlayer::IsOnMovingPlatformInMotion

0x009a66f0 · 106 bytes · __thiscall

_ZN13CTerrorPlayer26IsOnMovingPlatformInMotionEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::IsOnMovingPlatformInMotion() */

bool __thiscall CTerrorPlayer::IsOnMovingPlatformInMotion(CTerrorPlayer *this)

{
  CBaseEntity *this_00;
  
  this_00 = (CBaseEntity *)GetMovingPlatform(this);
  if (this_00 != (CBaseEntity *)0x0) {
    if (((byte)this_00[0x14d] & 0x10) != 0) {
      CBaseEntity::CalcAbsoluteVelocity(this_00);
    }
    return 0.0 < *(float *)(this_00 + 0x278) * *(float *)(this_00 + 0x278) +
                 *(float *)(this_00 + 0x274) * *(float *)(this_00 + 0x274) +
                 *(float *)(this_00 + 0x27c) * *(float *)(this_00 + 0x27c);
  }
  return false;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)