L L4D2node

CGameMovement::FinishDuck

0x0045bb70 · 627 bytes · __thiscall

_ZN13CGameMovement10FinishDuckEv

Decompiled

undefined (1 param)

/* CGameMovement::FinishDuck() */

void __thiscall CGameMovement::FinishDuck(CGameMovement *this)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  code *pcVar11;
  undefined4 uVar12;
  int iVar13;
  int iVar14;
  int iVar15;
  int *piVar16;
  float local_18 [3];
  
  CBaseEntity::AddFlag(*(CBaseEntity **)(this + 4),2);
  piVar16 = *(int **)(this + 4);
  if ((char)piVar16[0x6a4] != '\x01') {
    (**(code **)(piVar16[0x690] + 4))(piVar16 + 0x690,piVar16 + 0x6a4);
    *(undefined1 *)(piVar16 + 0x6a4) = 1;
    piVar16 = *(int **)(this + 4);
  }
  if (*(char *)((int)piVar16 + 0x1a91) != '\0') {
    (**(code **)(piVar16[0x690] + 4))(piVar16 + 0x690,(int)piVar16 + 0x1a91);
    *(undefined1 *)((int)piVar16 + 0x1a91) = 0;
    piVar16 = *(int **)(this + 4);
  }
  pcVar11 = *(code **)(*piVar16 + 0x254);
  uVar12 = (**(code **)(*(int *)this + 0x24))(this,1);
  (*pcVar11)(*(undefined4 *)(this + 4),uVar12);
  iVar13 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
  if (iVar13 == 0) {
    iVar13 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
    iVar14 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
    fVar1 = *(float *)(iVar13 + 0xc);
    fVar2 = *(float *)(iVar14 + 0x18);
    fVar3 = *(float *)(iVar14 + 0x1c);
    fVar4 = *(float *)(iVar14 + 0x20);
    fVar5 = *(float *)(iVar13 + 0x10);
    fVar6 = *(float *)(iVar13 + 0x14);
    iVar14 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
    iVar15 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
    iVar13 = *(int *)(this + 8);
    fVar7 = *(float *)(iVar15 + 0x38);
    fVar8 = *(float *)(iVar14 + 0x2c);
    fVar9 = *(float *)(iVar15 + 0x30);
    fVar10 = *(float *)(iVar14 + 0x24);
    *(float *)(iVar13 + 0xa0) =
         ((fVar3 + *(float *)(iVar13 + 0xa0)) - fVar5) -
         (*(float *)(iVar15 + 0x34) - *(float *)(iVar14 + 0x28));
    *(float *)(iVar13 + 0xa4) = ((fVar4 + *(float *)(iVar13 + 0xa4)) - fVar6) - (fVar7 - fVar8);
    *(float *)(iVar13 + 0x9c) = ((fVar2 + *(float *)(iVar13 + 0x9c)) - fVar1) - (fVar9 - fVar10);
  }
  else {
    iVar13 = 0;
    do {
      iVar14 = *(int *)(this + 8);
      local_18[0] = *(float *)(iVar14 + 0x9c);
      local_18[1] = *(float *)(iVar14 + 0xa0);
      local_18[2] = *(float *)(iVar14 + 0xa4);
      iVar14 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
      fVar1 = *(float *)(iVar14 + 0x24 + iVar13);
      iVar15 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
      iVar14 = *(int *)(this + 8);
      *(float *)((int)local_18 + iVar13) =
           *(float *)((int)local_18 + iVar13) - (fVar1 - *(float *)(iVar15 + 0xc + iVar13));
      iVar13 = iVar13 + 4;
      *(float *)(iVar14 + 0x9c) = local_18[0];
      *(float *)(iVar14 + 0xa0) = local_18[1];
      *(float *)(iVar14 + 0xa4) = local_18[2];
    } while (iVar13 != 0xc);
  }
  FixPlayerCrouchStuck(this,true);
  (**(code **)(*(int *)this + 0xcc))(this,0);
  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)