CCSPlayer::KickBack
0x0043aa50 · 317 bytes · __thiscall
_ZN9CCSPlayer8KickBackEffffffi
Decompiled
undefined (8 params)
/* CCSPlayer::KickBack(float, float, float, float, float, float, int) */
void __thiscall
CCSPlayer::KickBack(CCSPlayer *this,float param_1,float param_2,float param_3,float param_4,
float param_5,float param_6,int param_7)
{
CBaseEdict *this_00;
float *pfVar1;
int iVar2;
int iVar3;
float fVar4;
float local_18;
float local_14;
float local_10;
if (*(int *)(this + 0x2850) != 1) {
fVar4 = (float)*(int *)(this + 0x2850);
param_1 = param_3 * fVar4 + param_1;
param_2 = fVar4 * param_4 + param_2;
}
pfVar1 = (float *)CBasePlayer::GetPunchAngle((CBasePlayer *)this);
local_10 = pfVar1[2];
local_18 = *pfVar1 - param_1;
if (*pfVar1 - param_1 <= -param_5) {
local_18 = -param_5;
}
if (*(int *)(this + 0x284c) == 1) {
local_14 = param_2 + pfVar1[1];
if (param_6 <= local_14) {
local_14 = param_6;
}
}
else {
local_14 = pfVar1[1] - param_2;
if (local_14 <= -param_6) {
local_14 = -param_6;
}
}
iVar2 = SharedRandomInt("KickBack",0,param_7,0);
if (iVar2 == 0) {
iVar2 = *(int *)(this + 0x284c);
if (this[0x6c] == (CCSPlayer)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
*(int *)(this + 0x284c) = 1 - iVar2;
}
else {
this[0x70] = (CCSPlayer)((byte)this[0x70] | 1);
*(int *)(this + 0x284c) = 1 - iVar2;
}
}
CBasePlayer::SetPunchAngle((CBasePlayer *)this,(QAngle *)&local_18);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.