L L4D2node

CTerrorPlayer::IsStill

0x009aac20 · 52 bytes · __thiscall

_ZNK13CTerrorPlayer7IsStillE13StillnessType

Decompiled

undefined (2 params)

/* CTerrorPlayer::IsStill(StillnessType) const */

bool __thiscall CTerrorPlayer::IsStill(CTerrorPlayer *this,int param_2)

{
  if (param_2 == 1) {
    return 0.0 < *(float *)(this + 0x3188);
  }
  if (0.0 < *(float *)(this + 0x3188)) {
    return 0.0 < *(float *)(this + 0x3190);
  }
  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)