L L4D2node

CBasePlayer::UpdateUnderwaterState

0x0041a260 · 229 bytes · __thiscall

_ZN11CBasePlayer21UpdateUnderwaterStateEv

Decompiled

undefined (1 param)

/* CBasePlayer::UpdateUnderwaterState() */

void __thiscall CBasePlayer::UpdateUnderwaterState(CBasePlayer *this)

{
  CBasePlayer CVar1;
  char cVar2;
  int iVar3;
  
  CVar1 = this[0x253];
  if (CVar1 == (CBasePlayer)0x3) {
    if (this[0x2084] == (CBasePlayer)0x0) {
      (**(code **)(*(int *)this + 0x6c8))(this,1);
    }
  }
  else {
    if (this[0x2084] != (CBasePlayer)0x0) {
      (**(code **)(*(int *)this + 0x6c8))(this,0);
      CVar1 = this[0x253];
    }
    if (CVar1 == (CBasePlayer)0x0) {
      if (((byte)this[0x151] & 2) != 0) {
        if (0 < *(int *)(this + 0x100)) {
          cVar2 = (**(code **)(*(int *)this + 300))(this);
          if (cVar2 != '\0') {
            (**(code **)(*(int *)this + 0x6cc))(this);
          }
        }
        CBaseEntity::RemoveFlag((CBaseEntity *)this,0x200);
        return;
      }
    }
    else if (((byte)this[0x151] & 2) == 0) {
      iVar3 = CBaseEntity::GetWaterType((CBaseEntity *)this);
      if (iVar3 == 0x20) {
        (**(code **)(*(int *)this + 0x6cc))(this);
      }
      CBaseEntity::AddFlag((CBaseEntity *)this,0x200);
      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)