L L4D2node

CGameMovement::GetWaterCheckPosition

0x00451d10 · 397 bytes · __thiscall

_ZN13CGameMovement21GetWaterCheckPositionEiP6Vector

Decompiled

undefined (3 params)

/* CGameMovement::GetWaterCheckPosition(int, Vector*) */

void __thiscall
CGameMovement::GetWaterCheckPosition(CGameMovement *this,int param_1,Vector *param_2)

{
  float fVar1;
  float fVar2;
  float *pfVar3;
  int iVar4;
  
  fVar1 = *(float *)(*(int *)(this + 8) + 0x9c);
  pfVar3 = (float *)(**(code **)(*(int *)this + 0x7c))(this);
  fVar2 = *pfVar3;
  pfVar3 = (float *)(**(code **)(*(int *)this + 0x80))(this);
  *(float *)param_2 = (fVar2 + *pfVar3) * 0.5 + fVar1;
  fVar1 = *(float *)(*(int *)(this + 8) + 0xa0);
  iVar4 = (**(code **)(*(int *)this + 0x7c))(this);
  fVar2 = *(float *)(iVar4 + 4);
  iVar4 = (**(code **)(*(int *)this + 0x80))(this);
  *(float *)(param_2 + 4) = (fVar2 + *(float *)(iVar4 + 4)) * 0.5 + fVar1;
  iVar4 = *(int *)(this + 8);
  if (param_1 == 2) {
    fVar1 = *(float *)(iVar4 + 0xa4);
    iVar4 = (**(code **)(*(int *)this + 0x7c))(this);
    fVar2 = *(float *)(iVar4 + 8);
    iVar4 = (**(code **)(*(int *)this + 0x80))(this);
    *(float *)(param_2 + 8) = (fVar2 + *(float *)(iVar4 + 8)) * 0.5 + fVar1;
    return;
  }
  if (param_1 != 3) {
    fVar1 = *(float *)(iVar4 + 0xa4);
    iVar4 = (**(code **)(*(int *)this + 0x7c))(this);
    *(float *)(param_2 + 8) = fVar1 + 1.0 + *(float *)(iVar4 + 8);
    return;
  }
  fVar1 = *(float *)(iVar4 + 0xa4);
  iVar4 = (**(code **)(**(int **)(this + 4) + 0x250))(*(int **)(this + 4));
  *(float *)(param_2 + 8) = fVar1 + *(float *)(iVar4 + 8);
  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)