L L4D2node

CBaseCombatCharacter::GetGroundSurface

0x003ff690 · 634 bytes · __thiscall

_ZNK20CBaseCombatCharacter16GetGroundSurfaceEv

Decompiled

undefined (1 param)

/* CBaseCombatCharacter::GetGroundSurface() const */

undefined4 __thiscall CBaseCombatCharacter::GetGroundSurface(CBaseCombatCharacter *this)

{
  undefined4 uVar1;
  float local_e4;
  float local_e0;
  float local_dc;
  float local_d8;
  float local_d4;
  float local_d0;
  CTraceFilterSimple local_cc [16];
  float local_bc;
  float local_b8;
  float local_b4;
  float local_ac;
  float local_a8;
  float local_a4;
  float local_9c;
  float local_98;
  float local_94;
  float local_8c;
  float local_88;
  float local_84;
  undefined4 local_7c;
  undefined1 local_78;
  undefined1 local_77;
  Vector local_60 [12];
  Vector local_54 [32];
  float local_34;
  short local_20;
  
  CCollisionProperty::CollisionAABBToWorldAABB
            ((CCollisionProperty *)(this + 0x194),(Vector *)(this + 0x19c),(Vector *)(this + 0x1a8),
             (Vector *)&local_e4,(Vector *)&local_d8);
  local_7c = 0;
  local_ac = -vec3_origin;
  local_a8 = -DAT_01053d4c;
  local_a4 = -64.0 - DAT_01053d50;
  local_77 = local_a8 * local_a8 + local_ac * local_ac + local_a4 * local_a4 != 0.0;
  local_8c = (local_d8 - local_e4) * 0.5;
  local_88 = (local_d4 - local_e0) * 0.5;
  local_84 = (local_d0 - local_dc) * 0.5;
  local_9c = (local_d8 + local_e4) * 0.5;
  local_98 = (local_d4 + local_e0) * 0.5;
  local_78 = local_88 * local_88 + local_8c * local_8c + local_84 * local_84 < 1e-06;
  local_b4 = (local_d0 + local_dc) * 0.5;
  local_bc = vec3_origin + local_9c;
  local_9c = -local_9c;
  local_b8 = DAT_01053d4c + local_98;
  local_98 = -local_98;
  local_94 = -local_b4;
  local_b4 = DAT_01053d50 + local_b4;
  CTraceFilterSimple::CTraceFilterSimple
            (local_cc,(IHandleEntity *)this,8,(_func_bool_IHandleEntity_ptr_int *)0x0);
  (**(code **)(*enginetrace + 0x14))(enginetrace,&local_bc,0x200400b,local_cc,local_60);
  if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
    DebugDrawLine(local_60,local_54,0xff,0,0,true,-1.0);
  }
  uVar1 = 0;
  if (local_34 != 1.0) {
    uVar1 = (**(code **)(*physprops + 0x18))(physprops,(int)local_20);
  }
  return uVar1;
}

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)