Infected::IsGroundLevel
0x00a10b70 · 137 bytes · __thiscall
_ZNK8Infected13IsGroundLevelEf
Decompiled
undefined (2 params)
/* Infected::IsGroundLevel(float) const */
void __thiscall Infected::IsGroundLevel(Infected *this,float param_1)
{
bool bVar1;
int *piVar2;
Vector *pVVar3;
longdouble lVar4;
piVar2 = (int *)(**(code **)(*(int *)this + 0x594))(this);
bVar1 = (bool)INextBot::IsDebugging((INextBot *)(this + 0x1a3c),0xffff);
lVar4 = (longdouble)(**(code **)(*piVar2 + 0x124))(piVar2);
pVVar3 = (Vector *)(**(code **)(*(int *)(this + 0x1a3c) + 0xd4))((INextBot *)(this + 0x1a3c));
UTIL_IsGroundLevel(param_1,pVVar3,(float)lVar4,0x202420b,(CBaseEntity *)this,bVar1);
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.