L L4D2node

CCSGameMovement::FinishDuck

0x0042f0d0 · 676 bytes · __thiscall

_ZN15CCSGameMovement10FinishDuckEv

Decompiled

undefined (1 param)

/* CCSGameMovement::FinishDuck() */

void __thiscall CCSGameMovement::FinishDuck(CCSGameMovement *this)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  float fVar12;
  code *pcVar13;
  int iVar14;
  int iVar15;
  undefined4 uVar16;
  CBaseEntity *this_00;
  float fVar17;
  float fVar18;
  float fVar19;
  
  iVar14 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  iVar15 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  fVar1 = *(float *)(iVar14 + 0x14);
  fVar2 = *(float *)(iVar15 + 0x18);
  fVar3 = *(float *)(iVar15 + 0x1c);
  fVar4 = *(float *)(iVar15 + 0x20);
  fVar5 = *(float *)(iVar14 + 0xc);
  fVar6 = *(float *)(iVar14 + 0x10);
  iVar14 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  iVar15 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  fVar7 = *(float *)(iVar14 + 0x24);
  fVar8 = *(float *)(iVar15 + 0x30);
  fVar9 = *(float *)(iVar15 + 0x34);
  fVar10 = *(float *)(iVar15 + 0x38);
  fVar11 = *(float *)(iVar14 + 0x28);
  fVar12 = *(float *)(iVar14 + 0x2c);
  pcVar13 = *(code **)(**(int **)(this + 4) + 0x254);
  uVar16 = (**(code **)(*(int *)this + 0x24))(this,1);
  (*pcVar13)(*(undefined4 *)(this + 4),uVar16);
  CBaseEntity::AddFlag(*(CBaseEntity **)(this + 4),2);
  this_00 = *(CBaseEntity **)(this + 4);
  if (this_00[0x1a91] != (CBaseEntity)0x0) {
    (**(code **)(*(int *)(this_00 + 0x1a40) + 4))(this_00 + 0x1a40,this_00 + 0x1a91);
    this_00[0x1a91] = (CBaseEntity)0x0;
    this_00 = *(CBaseEntity **)(this + 4);
  }
  if (this_00[0x1a90] == (CBaseEntity)0x0) {
    iVar14 = *(int *)(this + 8);
    fVar18 = *(float *)(iVar14 + 0x9c);
    fVar17 = *(float *)(iVar14 + 0xa0);
    fVar19 = *(float *)(iVar14 + 0xa4);
    iVar14 = CBaseEntity::GetGroundEntity(this_00);
    if (iVar14 == 0) {
      fVar18 = ((fVar18 - fVar5) + fVar2) - (fVar8 - fVar7);
      fVar17 = ((fVar17 - fVar6) + fVar3) - (fVar9 - fVar11);
      fVar19 = ((fVar19 - fVar1) + fVar4) - (fVar10 - fVar12);
    }
    else {
      iVar14 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
      iVar15 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
      fVar18 = fVar18 - (*(float *)(iVar15 + 0x24) - *(float *)(iVar14 + 0xc));
      fVar17 = fVar17 - (*(float *)(iVar15 + 0x28) - *(float *)(iVar14 + 0x10));
      fVar19 = fVar19 - (*(float *)(iVar15 + 0x2c) - *(float *)(iVar14 + 0x14));
    }
    iVar14 = *(int *)(this + 8);
    *(float *)(iVar14 + 0x9c) = fVar18;
    *(float *)(iVar14 + 0xa0) = fVar17;
    *(float *)(iVar14 + 0xa4) = fVar19;
    iVar14 = *(int *)(this + 4);
    if (*(char *)(iVar14 + 0x1a90) != '\x01') {
      (**(code **)(*(int *)(iVar14 + 0x1a40) + 4))(iVar14 + 0x1a40,iVar14 + 0x1a90);
      *(undefined1 *)(iVar14 + 0x1a90) = 1;
    }
  }
  CGameMovement::FixPlayerCrouchStuck((CGameMovement *)this,true);
  (**(code **)(*(int *)this + 0xcc))(this,0);
  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)