L L4D2node

CGameMovement::UpdateDuckJumpEyeOffset

0x0045c3c0 · 200 bytes · __thiscall

_ZN13CGameMovement23UpdateDuckJumpEyeOffsetEv

Decompiled

undefined (1 param)

/* CGameMovement::UpdateDuckJumpEyeOffset() */

void __thiscall CGameMovement::UpdateDuckJumpEyeOffset(CGameMovement *this)

{
  int iVar1;
  int iVar2;
  float fVar3;
  
  iVar1 = *(int *)(this + 4);
  if (*(int *)(iVar1 + 0x1a98) == 0) {
    return;
  }
  iVar2 = 1000 - *(int *)(iVar1 + 0x1a98);
  if (iVar2 < 0) {
    fVar3 = 1.0;
  }
  else {
    if (200 < iVar2) {
      (**(code **)(*(int *)(iVar1 + 0x1a40) + 4))(iVar1 + 0x1a40,iVar1 + 0x1a98);
      *(undefined4 *)(iVar1 + 0x1a98) = 0;
      SetDuckedEyeOffset(this,0.0);
      return;
    }
    fVar3 = (float)iVar2 * 0.005;
    if (fVar3 <= 0.0) {
      fVar3 = 0.0;
    }
    if (1.0 <= fVar3) {
      fVar3 = 1.0;
    }
    fVar3 = 1.0 - fVar3;
    fVar3 = fVar3 * fVar3 * 3.0 - (fVar3 + fVar3) * fVar3 * fVar3;
  }
  SetDuckedEyeOffset(this,fVar3);
  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)