L L4D2node

CLunge::OnCreate

0x004d9fe0 · 288 bytes · __thiscall

_ZN6CLunge8OnCreateEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* CLunge::OnCreate(CTerrorPlayer*) */

void __thiscall CLunge::OnCreate(CLunge *this,CTerrorPlayer *param_1)

{
  CBaseEdict *pCVar1;
  int iVar2;
  
  CBaseAbility::StartActivationTimer((CBaseAbility *)this,0.0,0.0);
  if (this[0x47c] != (CLunge)0x0) {
    if (this[0x6c] == (CLunge)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CLunge)((byte)this[0x70] | 1);
    }
    this[0x47c] = (CLunge)0x0;
  }
  if (*(float *)(this + 0x468) != -1.0) {
    (**(code **)(*(int *)(this + 0x460) + 4))(this + 0x460,this + 0x468);
    *(undefined4 *)(this + 0x468) = 0xbf800000;
  }
  this[0x48c] = (CLunge)0x0;
  this[0x48d] = (CLunge)0x0;
  this[0x47d] = (CLunge)0x0;
  if (*(float *)(this + 0x46c) != 0.0) {
    if (this[0x6c] == (CLunge)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
      *(undefined4 *)(this + 0x46c) = 0;
    }
    else {
      this[0x70] = (CLunge)((byte)this[0x70] | 1);
      *(undefined4 *)(this + 0x46c) = 0;
    }
  }
  CBaseAbility::OnCreate((CBaseAbility *)this,param_1);
  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)