L L4D2node

CCSPlayer::PlayJumpSound

0x0043b0c0 · 193 bytes · __cdecl

_ZN9CCSPlayer13PlayJumpSoundERK6VectorP13surfacedata_t

Decompiled

undefined (2 params)

/* CCSPlayer::PlayJumpSound(Vector const&, surfacedata_t*) */

void CCSPlayer::PlayJumpSound(Vector *param_1,surfacedata_t *param_2)

{
  uint uVar1;
  uint uVar2;
  bool bVar3;
  undefined4 local_18;
  undefined4 local_14;
  float local_10;
  
  local_18 = *(undefined4 *)param_2;
  local_14 = *(undefined4 *)(param_2 + 4);
  local_10 = *(float *)(param_2 + 8) + 20.0;
  uVar1 = (**(code **)*enginetrace)(enginetrace,&local_18,0x4030,0);
  bVar3 = true;
  uVar1 = uVar1 >> 5 & 1;
  if (uVar1 == 0) {
    uVar2 = (**(code **)*enginetrace)(enginetrace,param_2,0x4030,0);
    bVar3 = (bool)((byte)(uVar2 >> 5) & 1);
  }
  CBaseCombatCharacter::PlayFootstepSound
            ((CBaseCombatCharacter *)param_1,(Vector *)param_2,true,bVar3,SUB41(uVar1,0),true);
  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)