L L4D2node

CGameMovement::CanUnDuckJump

0x0045c4a0 · 382 bytes · __thiscall

_ZN13CGameMovement13CanUnDuckJumpER10CGameTrace

Decompiled

undefined (2 params)

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

bool __thiscall CGameMovement::CanUnDuckJump(CGameMovement *this,CGameTrace *param_1)

{
  char cVar1;
  int iVar2;
  code *pcVar3;
  undefined4 uVar4;
  undefined4 local_7c;
  undefined4 local_78;
  float local_74;
  undefined1 local_70 [55];
  char local_39;
  
  iVar2 = *(int *)(this + 8);
  local_7c = *(undefined4 *)(iVar2 + 0x9c);
  local_78 = *(undefined4 *)(iVar2 + 0xa0);
  local_74 = *(float *)(iVar2 + 0xa4) - 36.0;
  pcVar3 = *(code **)(*(int *)this + 0x3c);
  uVar4 = (**(code **)(*(int *)this + 0x40))(this,0,0);
  (*pcVar3)(this,*(int *)(this + 8) + 0x9c,&local_7c,uVar4,8,param_1);
  if (1.0 <= *(float *)(param_1 + 0x2c)) {
    return false;
  }
  iVar2 = *(int *)(this + 4);
  local_74 = *(float *)(param_1 + 0x2c) * -36.0 + *(float *)(*(int *)(this + 8) + 0xa4);
  cVar1 = *(char *)(iVar2 + 0x1a90);
  if (cVar1 != '\0') {
    (**(code **)(*(int *)(iVar2 + 0x1a40) + 4))(iVar2 + 0x1a40,iVar2 + 0x1a90);
    *(undefined1 *)(iVar2 + 0x1a90) = 0;
  }
  pcVar3 = *(code **)(*(int *)this + 0x3c);
  uVar4 = (**(code **)(*(int *)this + 0x40))(this,0,0);
  (*pcVar3)(this,&local_7c,&local_7c,uVar4,8,local_70);
  iVar2 = *(int *)(this + 4);
  if (cVar1 != *(char *)(iVar2 + 0x1a90)) {
    (**(code **)(*(int *)(iVar2 + 0x1a40) + 4))(iVar2 + 0x1a40,iVar2 + 0x1a90);
    *(char *)(iVar2 + 0x1a90) = cVar1;
  }
  return local_39 == '\0';
}

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)