L L4D2node

CGameMovement::StayOnGround

0x00457070 · 448 bytes · __thiscall

_ZN13CGameMovement12StayOnGroundEv

Decompiled

undefined (1 param)

/* CGameMovement::StayOnGround() */

void __thiscall CGameMovement::StayOnGround(CGameMovement *this)

{
  int iVar1;
  code *pcVar2;
  undefined4 uVar3;
  longdouble lVar4;
  undefined4 local_88;
  undefined4 local_84;
  float local_80;
  undefined4 local_7c;
  undefined4 local_78;
  float local_74;
  undefined1 local_70 [12];
  undefined4 local_64;
  undefined4 local_60;
  float local_5c;
  float local_50;
  float local_44;
  char local_39;
  
  iVar1 = *(int *)(this + 8);
  local_88 = *(undefined4 *)(iVar1 + 0x9c);
  local_84 = *(undefined4 *)(iVar1 + 0xa0);
  local_80 = *(float *)(iVar1 + 0xa4) + 2.0;
  local_74 = *(float *)(iVar1 + 0xa4) - *(float *)(*(int *)(this + 4) + 0x1acc);
  pcVar2 = *(code **)(*(int *)this + 0x3c);
  local_7c = local_88;
  local_78 = local_84;
  uVar3 = (**(code **)(*(int *)this + 0x40))(this,0,0);
  (*pcVar2)(this,*(int *)(this + 8) + 0x9c,&local_88,uVar3,8,local_70);
  local_88 = local_64;
  pcVar2 = *(code **)(*(int *)this + 0x3c);
  local_84 = local_60;
  local_80 = local_5c;
  uVar3 = (**(code **)(*(int *)this + 0x40))(this,0,0);
  (*pcVar2)(this,&local_88,&local_7c,uVar3,8,local_70);
  if (((0.0 < local_44) && (local_44 < 1.0)) && (local_39 == '\0')) {
    lVar4 = (longdouble)(**(code **)(*(int *)this + 0x38))(this);
    if ((float)lVar4 <= local_50) {
      iVar1 = *(int *)(this + 8);
      if (0.015625 < ABS(*(float *)(iVar1 + 0xa4) - local_5c)) {
        *(float *)(iVar1 + 0xa4) = local_5c;
        *(undefined4 *)(iVar1 + 0x9c) = local_64;
        *(undefined4 *)(iVar1 + 0xa0) = local_60;
        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)