L L4D2node

CGameMovement::PlayerRoughLandingEffects

0x00453a40 · 273 bytes · __thiscall

_ZN13CGameMovement25PlayerRoughLandingEffectsEf

Decompiled

undefined (2 params)

/* CGameMovement::PlayerRoughLandingEffects(float) */

void __thiscall CGameMovement::PlayerRoughLandingEffects(CGameMovement *this,float param_1)

{
  float fVar1;
  int iVar2;
  
  if (0.0 < param_1) {
    *(undefined4 *)(*(int *)(this + 4) + 0x1ff0) = 0x43c80000;
    iVar2 = *(int *)(this + 4);
    fVar1 = *(float *)(iVar2 + 0x1aa4) * 0.013;
    if (fVar1 != *(float *)(iVar2 + 0x1ab8)) {
      (**(code **)(*(int *)(iVar2 + 0x1a40) + 4))(iVar2 + 0x1a40,iVar2 + 0x1ab0);
      *(float *)(iVar2 + 0x1ab8) = fVar1;
      iVar2 = *(int *)(this + 4);
    }
    if (8.0 < *(float *)(iVar2 + 0x1ab0)) {
      (**(code **)(*(int *)(iVar2 + 0x1a40) + 4))(iVar2 + 0x1a40,iVar2 + 0x1ab0);
      *(undefined4 *)(iVar2 + 0x1ab0) = 0x41000000;
    }
    if (0.85 < param_1) {
      CBasePlayer::RumbleEffect(*(CBasePlayer **)(this + 4),'\x12','\0','\0');
      return;
    }
  }
  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)