CTerrorPlayer::GetOtherResponsibleForMovement
0x009aaeb0 · 314 bytes · __thiscall
_ZNK13CTerrorPlayer30GetOtherResponsibleForMovementEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::GetOtherResponsibleForMovement() const */
int __thiscall CTerrorPlayer::GetOtherResponsibleForMovement(CTerrorPlayer *this)
{
uint uVar1;
int iVar2;
int iVar3;
undefined *puVar4;
longdouble lVar5;
uVar1 = *(uint *)(this + 0x33c4);
if ((((uVar1 == 0xffffffff) ||
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (iVar2 = *(int *)(puVar4 + 4), iVar2 == 0)) {
iVar2 = GetRecentPullPlayer(this);
if (iVar2 != 0) {
iVar2 = GetRecentPullPlayer(this);
return iVar2;
}
iVar2 = GetRecentPusher(this);
if (iVar2 != 0) {
iVar2 = GetRecentPusher(this);
return iVar2;
}
iVar2 = 0;
if ((((0.0 < *(float *)(this + 0x32a4)) &&
(lVar5 = (longdouble)CountdownTimer::Now(), (float)lVar5 < *(float *)(this + 0x32a4))) ||
(((uVar1 = *(uint *)(this + 0x32a8), uVar1 != 0xffffffff &&
((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)))) &&
((*(int *)(puVar4 + 4) != 0 &&
(iVar3 = CBaseEntity::GetGroundEntity((CBaseEntity *)this), iVar3 == 0)))))) &&
(((uVar1 = *(uint *)(this + 0x32a8), uVar1 != 0xffffffff &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)))) {
iVar2 = *(int *)(puVar4 + 4);
}
}
return iVar2;
}
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.