L L4D2node

CBasePlayer::AvoidPhysicsProps

0x00419df0 · 94 bytes · __thiscall

_ZN11CBasePlayer17AvoidPhysicsPropsEP8CUserCmd

Decompiled

undefined (2 params)

/* CBasePlayer::AvoidPhysicsProps(CUserCmd*) */

void __thiscall CBasePlayer::AvoidPhysicsProps(CBasePlayer *this,CUserCmd *param_1)

{
  char cVar1;
  int iVar2;
  
  if ((10 < (byte)this[0x186]) || ((1 << ((byte)this[0x186] & 0x1f) & 0x501U) == 0)) {
    iVar2 = (**(code **)(*(int *)this + 0x648))(this);
    if (iVar2 == 0) {
      cVar1 = (**(code **)(*(int *)this + 300))(this);
      if (cVar1 != '\0') {
        AvoidPushawayProps((CBaseCombatCharacter *)this,param_1);
        return;
      }
    }
  }
  return;
}

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)