L L4D2node

CThrow::OnStunned

0x004dd9a0 · 409 bytes · __thiscall

_ZN6CThrow9OnStunnedEf

Decompiled

undefined (2 params)

/* CThrow::OnStunned(float) */

void __thiscall CThrow::OnStunned(CThrow *this,float param_1)

{
  uint uVar1;
  undefined *puVar2;
  
  if (*(float *)(this + 0x474) != -1.0) {
    (**(code **)(*(int *)(this + 0x46c) + 4))(this + 0x46c,this + 0x474);
    *(undefined4 *)(this + 0x474) = 0xbf800000;
  }
  if (*(float *)(this + 0x484) != -1.0) {
    (**(code **)(*(int *)(this + 0x47c) + 4))(this + 0x47c,this + 0x484);
    *(undefined4 *)(this + 0x484) = 0xbf800000;
  }
  if (*(float *)(this + 0x490) != -1.0) {
    (**(code **)(*(int *)(this + 0x488) + 4))(this + 0x488,this + 0x490);
    *(undefined4 *)(this + 0x490) = 0xbf800000;
  }
  uVar1 = *(uint *)(this + 0x494);
  if ((((uVar1 != 0xffffffff) &&
       (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
     (*(CBaseEntity **)(puVar2 + 4) != (CBaseEntity *)0x0)) {
    UTIL_Remove(*(CBaseEntity **)(puVar2 + 4));
    *(undefined4 *)(this + 0x494) = 0xffffffff;
  }
  this[0x478] = (CThrow)0x0;
  if (*(float *)(this + 0x468) != -1.0) {
    (**(code **)(*(int *)(this + 0x460) + 4))(this + 0x460,this + 0x468);
    *(undefined4 *)(this + 0x468) = 0xbf800000;
  }
  if (param_1 <= *(float *)(ZombieHulkThrowInterval._28_4_ + 0x2c)) {
    param_1 = *(float *)(ZombieHulkThrowInterval._28_4_ + 0x2c);
  }
  CBaseAbility::StartActivationTimer((CBaseAbility *)this,param_1,0.0);
  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)