L L4D2node

CCharge::ImpactRumble

0x004d4160 · 211 bytes · __thiscall

_ZN7CCharge12ImpactRumbleEv

Decompiled

undefined (1 param)

/* CCharge::ImpactRumble() */

void __thiscall CCharge::ImpactRumble(CCharge *this)

{
  undefined4 uVar1;
  uint uVar2;
  CBaseEntity *this_00;
  undefined *puVar3;
  undefined4 local_14;
  CCharge *local_10;
  
  uVar2 = *(uint *)(this + 0x44c);
  if ((((uVar2 != 0xffffffff) &&
       (puVar3 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar3 + 8) == uVar2 >> 0xc)) &&
     (this_00 = *(CBaseEntity **)(puVar3 + 4), this_00 != (CBaseEntity *)0x0)) {
    uVar1 = *(undefined4 *)(z_charge_impact_radius._28_4_ + 0x2c);
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    UTIL_ScreenShake(this_00 + 0x2e0,0x40a00000,0x43160000,0x3fc00000,uVar1,0,0,0);
    local_10 = this;
    local_14 = *(undefined4 *)(z_charge_impact_radius._28_4_ + 0x2c);
    ForEachPlayer<ChargeImpactDistributor>((ChargeImpactDistributor *)&local_14);
    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)