TankLocomotion::IsOnGround
0x00af1d50 · 88 bytes · __thiscall
_ZNK14TankLocomotion10IsOnGroundEv
Decompiled
undefined (1 param)
/* TankLocomotion::IsOnGround() const */
undefined4 __thiscall TankLocomotion::IsOnGround(TankLocomotion *this)
{
char cVar1;
int *piVar2;
CTerrorPlayer *pCVar3;
undefined4 uVar4;
piVar2 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
pCVar3 = (CTerrorPlayer *)(**(code **)(*piVar2 + 0xb4))(piVar2);
uVar4 = CMultiPlayerAnimState::GetMainActivity(*(CMultiPlayerAnimState **)(pCVar3 + 0x2910));
cVar1 = CTerrorPlayer::IsMotionControlledZ(pCVar3,uVar4);
if (cVar1 != '\0') {
return 0;
}
uVar4 = PlayerLocomotion::IsOnGround((PlayerLocomotion *)this);
return uVar4;
}
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.