L L4D2node

CGameMovement::CheckWaterJump

0x004528b0 · 1218 bytes · __thiscall

_ZN13CGameMovement14CheckWaterJumpEv

Decompiled

undefined (1 param)

/* CGameMovement::CheckWaterJump() */

void __thiscall CGameMovement::CheckWaterJump(CGameMovement *this)

{
  float fVar1;
  int iVar2;
  code *pcVar3;
  int *piVar4;
  float *pfVar5;
  float *pfVar6;
  undefined4 uVar7;
  uint uVar8;
  int iVar9;
  longdouble lVar10;
  float fVar11;
  float local_a0;
  float local_9c;
  float local_98;
  float local_94;
  float local_90;
  float local_8c;
  float local_88;
  float local_84;
  float local_80;
  float local_7c;
  float local_78;
  float local_74;
  undefined1 local_70 [24];
  float local_58;
  float local_54;
  float local_50;
  float local_44;
  int local_24;
  
  fVar11 = *(float *)(this + 0x18);
  fVar1 = *(float *)(this + 0x1c);
  if ((*(float *)(*(int *)(this + 4) + 0x2010) == 0.0) &&
     (iVar2 = *(int *)(this + 8),
     -180.0 < *(float *)(iVar2 + 0x48) || *(float *)(iVar2 + 0x48) == -180.0)) {
    local_94 = *(float *)(iVar2 + 0x40);
    local_90 = *(float *)(iVar2 + 0x44);
    local_8c = 0.0;
    lVar10 = (longdouble)VectorNormalize((Vector *)&local_94);
    local_98 = 0.0;
    local_a0 = fVar11;
    local_9c = fVar1;
    VectorNormalize((Vector *)&local_a0);
    if (((float)lVar10 == 0.0) ||
       (0.0 <= local_9c * local_90 + local_a0 * local_94 + local_98 * local_8c)) {
      pfVar5 = (float *)(**(code **)(*(int *)this + 0x80))(this);
      pfVar6 = (float *)(**(code **)(*(int *)this + 0x7c))(this);
      iVar2 = *(int *)(this + 8);
      local_88 = (*pfVar5 + *pfVar6) * 0.5 + *(float *)(iVar2 + 0x9c);
      local_84 = (pfVar5[1] + pfVar6[1]) * 0.5 + *(float *)(iVar2 + 0xa0);
      local_80 = (pfVar5[2] + pfVar6[2]) * 0.5 + *(float *)(iVar2 + 0xa4);
      pcVar3 = *(code **)(*(int *)this + 0x3c);
      local_7c = local_a0 * 24.0 + local_88;
      local_78 = local_9c * 24.0 + local_84;
      local_74 = local_98 * 24.0 + local_80;
      uVar7 = (**(code **)(*(int *)this + 0x40))(this,0,0);
      (*pcVar3)(this,&local_88,&local_7c,uVar7,8,local_70);
      if (local_44 < 1.0) {
        piVar4 = *(int **)(local_24 + 0x238);
        if ((piVar4 != (int *)0x0) &&
           (uVar8 = (**(code **)(*piVar4 + 0x50))(piVar4), (uVar8 & 4) != 0)) {
          return;
        }
        fVar11 = *(float *)(*(int *)(this + 8) + 0xa4);
        iVar9 = (**(code **)(**(int **)(this + 4) + 0x250))(*(int **)(this + 4));
        iVar2 = *(int *)(this + 4);
        local_7c = local_a0 * 24.0 + local_88;
        local_80 = fVar11 + *(float *)(iVar9 + 8) + 8.0;
        local_78 = local_9c * 24.0 + local_84;
        local_74 = local_98 * 24.0 + local_80;
        *(float *)(iVar2 + 0x2014) = local_58 * -50.0 + vec3_origin;
        fVar11 = local_50 * -50.0 + DAT_01053d50;
        *(float *)(iVar2 + 0x2018) = local_54 * -50.0 + DAT_01053d4c;
        *(float *)(iVar2 + 0x201c) = fVar11;
        pcVar3 = *(code **)(*(int *)this + 0x3c);
        uVar7 = (**(code **)(*(int *)this + 0x40))(this,0,0);
        (*pcVar3)(this,&local_88,&local_7c,uVar7,8,local_70);
        if (local_44 == 1.0) {
          local_88 = local_7c;
          local_84 = local_78;
          pcVar3 = *(code **)(*(int *)this + 0x3c);
          local_80 = local_74;
          local_74 = local_74 - 1024.0;
          uVar7 = (**(code **)(*(int *)this + 0x40))(this,0,0);
          (*pcVar3)(this,&local_88,&local_7c,uVar7,8,local_70);
          if ((local_44 < 1.0) &&
             (lVar10 = (longdouble)(**(code **)(*(int *)this + 0x38))(this),
             (float)lVar10 <= local_50)) {
            *(undefined4 *)(*(int *)(this + 8) + 0x48) = 0x43800000;
            *(uint *)(*(int *)(this + 8) + 0x28) = *(uint *)(*(int *)(this + 8) + 0x28) | 2;
            CBaseEntity::AddFlag(*(CBaseEntity **)(this + 4),4);
            *(undefined4 *)(*(int *)(this + 4) + 0x2010) = 0x44fa0000;
          }
        }
      }
    }
  }
  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)