L L4D2node

CCSGameMovement::MaintainAutoDuckJump

0x00430420 · 128 bytes · __thiscall

_ZN15CCSGameMovement20MaintainAutoDuckJumpEv

Decompiled

undefined (1 param)

/* CCSGameMovement::MaintainAutoDuckJump() */

void __thiscall CCSGameMovement::MaintainAutoDuckJump(CCSGameMovement *this)

{
  uint uVar1;
  CBaseEdict *this_00;
  int iVar2;
  int iVar3;
  
  if (*(char *)(*(int *)(this + 0x7e0) + 0x2898) != '\0') {
    iVar2 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
    if (iVar2 == 0) {
      uVar1 = *(uint *)(*(int *)(this + 8) + 0x24);
      if ((uVar1 & 4) == 0) {
        *(uint *)(*(int *)(this + 8) + 0x24) = uVar1 | 4;
      }
      else {
        iVar2 = *(int *)(this + 0x7e0);
        if (*(char *)(iVar2 + 0x2898) != '\0') {
          if (*(char *)(iVar2 + 0x6c) == '\0') {
            this_00 = *(CBaseEdict **)(iVar2 + 0x30);
            if (this_00 != (CBaseEdict *)0x0) {
              *(uint *)this_00 = *(uint *)this_00 | 0x101;
              iVar3 = CBaseEdict::GetChangeAccessor(this_00);
              *(undefined2 *)(iVar3 + 2) = 0;
            }
          }
          else {
            *(byte *)(iVar2 + 0x70) = *(byte *)(iVar2 + 0x70) | 1;
          }
          *(undefined1 *)(iVar2 + 0x2898) = 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)