L L4D2node

CGameMovement::WaterJump

0x00456e20 · 184 bytes · __thiscall

_ZN13CGameMovement9WaterJumpEv

Decompiled

undefined (1 param)

/* CGameMovement::WaterJump() */

void __thiscall CGameMovement::WaterJump(CGameMovement *this)

{
  int iVar1;
  float fVar2;
  
  iVar1 = *(int *)(this + 4);
  fVar2 = *(float *)(iVar1 + 0x2010);
  if (10000.0 < fVar2) {
    *(undefined4 *)(iVar1 + 0x2010) = 0x461c4000;
    iVar1 = *(int *)(this + 4);
    fVar2 = *(float *)(iVar1 + 0x2010);
  }
  if (fVar2 != 0.0) {
    *(float *)(iVar1 + 0x2010) = fVar2 - *(float *)(gpGlobals + 0x10) * 1000.0;
    iVar1 = *(int *)(this + 4);
    if ((*(float *)(iVar1 + 0x2010) <= 0.0) || (*(char *)(iVar1 + 0x253) == '\0')) {
      *(undefined4 *)(iVar1 + 0x2010) = 0;
      CBaseEntity::RemoveFlag(*(CBaseEntity **)(this + 4),4);
      iVar1 = *(int *)(this + 4);
    }
    *(undefined4 *)(*(int *)(this + 8) + 0x40) = *(undefined4 *)(iVar1 + 0x2014);
    *(undefined4 *)(*(int *)(this + 8) + 0x44) = *(undefined4 *)(*(int *)(this + 4) + 0x2018);
  }
  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)