ZombieBotLocomotion::DidJustJump
0x00a55080 · 70 bytes · __thiscall
_ZNK19ZombieBotLocomotion11DidJustJumpEv
Decompiled
undefined (1 param)
/* ZombieBotLocomotion::DidJustJump() const */
bool __thiscall ZombieBotLocomotion::DidJustJump(ZombieBotLocomotion *this)
{
CBaseEntity *this_00;
char cVar1;
bool bVar2;
cVar1 = (**(code **)(*(int *)this + 200))(this);
bVar2 = false;
if (cVar1 != '\0') {
this_00 = *(CBaseEntity **)(this + 0x78);
if (((byte)this_00[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity(this_00);
}
bVar2 = 0.0 < *(float *)(this_00 + 0x27c);
}
return bVar2;
}
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.