L L4D2node

CCharge::ImpactStagger

0x004d3f30 · 280 bytes · __thiscall

_ZN7CCharge13ImpactStaggerEv

Decompiled

undefined (1 param)

/* CCharge::ImpactStagger() */

void __thiscall CCharge::ImpactStagger(CCharge *this)

{
  uint uVar1;
  CBaseEntity *this_00;
  undefined *puVar2;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  uVar1 = *(uint *)(this + 0x44c);
  if ((((uVar1 != 0xffffffff) &&
       (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
     (this_00 = *(CBaseEntity **)(puVar2 + 4), this_00 != (CBaseEntity *)0x0)) {
    (**(code **)(*(int *)this_00 + 0x24c))(this_00,&local_24,0,0);
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    local_18 = local_24 * 12.0 + *(float *)(this_00 + 0x2e0);
    local_14 = local_20 * 12.0 + *(float *)(this_00 + 0x2e4);
    local_10 = local_1c * 12.0 + *(float *)(this_00 + 0x2e8);
    CTerrorPlayer::OnStaggered((CTerrorPlayer *)this_00,(CBaseEntity *)0x0,(Vector *)&local_18);
    CTerrorPlayer::Vocalize((CTerrorPlayer *)this_00,"ChargerZombie.Stagger",0.0,0.0);
    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)