L L4D2node

CGameMovement::FinishUnDuckJump

0x0045bdf0 · 757 bytes · __thiscall

_ZN13CGameMovement16FinishUnDuckJumpER10CGameTrace

Decompiled

undefined (2 params)

/* CGameMovement::FinishUnDuckJump(CGameTrace&) */

void __thiscall CGameMovement::FinishUnDuckJump(CGameMovement *this,CGameTrace *param_1)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  int iVar12;
  int iVar13;
  undefined4 *puVar14;
  float fVar15;
  float fVar16;
  undefined4 local_28;
  undefined4 local_24;
  float local_20;
  
  iVar12 = *(int *)(this + 8);
  fVar1 = *(float *)(iVar12 + 0x9c);
  fVar2 = *(float *)(iVar12 + 0xa0);
  fVar3 = *(float *)(iVar12 + 0xa4);
  iVar12 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  iVar13 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  fVar4 = *(float *)(iVar13 + 0x18);
  fVar5 = *(float *)(iVar13 + 0x1c);
  fVar15 = *(float *)(iVar13 + 0x20);
  fVar6 = *(float *)(iVar12 + 0xc);
  fVar7 = *(float *)(iVar12 + 0x10);
  fVar16 = *(float *)(iVar12 + 0x14);
  iVar12 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  iVar13 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  fVar8 = *(float *)(iVar13 + 0x30);
  fVar9 = *(float *)(iVar12 + 0x24);
  fVar10 = *(float *)(iVar13 + 0x34);
  fVar11 = *(float *)(iVar12 + 0x28);
  fVar15 = (fVar15 - fVar16) - (*(float *)(iVar13 + 0x38) - *(float *)(iVar12 + 0x2c));
  fVar16 = *(float *)(param_1 + 0x2c) * fVar15;
  CBaseEntity::RemoveFlag(*(CBaseEntity **)(this + 4),2);
  iVar12 = *(int *)(this + 4);
  if (*(char *)(iVar12 + 0x1a90) != '\0') {
    (**(code **)(*(int *)(iVar12 + 0x1a40) + 4))(iVar12 + 0x1a40,iVar12 + 0x1a90);
    *(undefined1 *)(iVar12 + 0x1a90) = 0;
    iVar12 = *(int *)(this + 4);
  }
  if (*(char *)(iVar12 + 0x1a91) != '\0') {
    (**(code **)(*(int *)(iVar12 + 0x1a40) + 4))(iVar12 + 0x1a40,iVar12 + 0x1a91);
    *(undefined1 *)(iVar12 + 0x1a91) = 0;
    iVar12 = *(int *)(this + 4);
  }
  if (*(char *)(iVar12 + 0x1a92) != '\0') {
    (**(code **)(*(int *)(iVar12 + 0x1a40) + 4))(iVar12 + 0x1a40,iVar12 + 0x1a92);
    *(undefined1 *)(iVar12 + 0x1a92) = 0;
    iVar12 = *(int *)(this + 4);
  }
  if (*(int *)(iVar12 + 0x1a94) != 0) {
    (**(code **)(*(int *)(iVar12 + 0x1a40) + 4))(iVar12 + 0x1a40,iVar12 + 0x1a94);
    *(undefined4 *)(iVar12 + 0x1a94) = 0;
    iVar12 = *(int *)(this + 4);
  }
  if (*(int *)(iVar12 + 0x1a98) != 0) {
    (**(code **)(*(int *)(iVar12 + 0x1a40) + 4))(iVar12 + 0x1a40,iVar12 + 0x1a98);
    *(undefined4 *)(iVar12 + 0x1a98) = 0;
    iVar12 = *(int *)(this + 4);
  }
  if (*(int *)(iVar12 + 0x1a9c) != 0) {
    (**(code **)(*(int *)(iVar12 + 0x1a40) + 4))(iVar12 + 0x1a40,iVar12 + 0x1a9c);
    *(undefined4 *)(iVar12 + 0x1a9c) = 0;
  }
  puVar14 = (undefined4 *)(**(code **)(*(int *)this + 0x24))(this,0);
  local_28 = *puVar14;
  local_24 = puVar14[1];
  local_20 = (float)puVar14[2] - (fVar15 - fVar16);
  (**(code **)(**(int **)(this + 4) + 0x254))(*(int **)(this + 4),&local_28);
  iVar12 = *(int *)(this + 8);
  *(float *)(iVar12 + 0x9c) = fVar1 - ((fVar4 - fVar6) - (fVar8 - fVar9));
  *(float *)(iVar12 + 0xa0) = fVar2 - ((fVar5 - fVar7) - (fVar10 - fVar11));
  *(float *)(iVar12 + 0xa4) = fVar3 - fVar16;
  (**(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)