L L4D2node

CTongue::IsAbilityReadyToFire

0x004e2ee0 · 173 bytes · __thiscall

_ZNK7CTongue20IsAbilityReadyToFireEv

Decompiled

undefined (1 param)

/* CTongue::IsAbilityReadyToFire() const */

undefined4 __thiscall CTongue::IsAbilityReadyToFire(CTongue *this)

{
  uint uVar1;
  CTerrorPlayer *this_00;
  char cVar2;
  int iVar3;
  undefined4 uVar4;
  undefined *puVar5;
  longdouble lVar6;
  
  uVar1 = *(uint *)(this + 0x44c);
  if ((((uVar1 != 0xffffffff) &&
       (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
     ((this_00 = *(CTerrorPlayer **)(puVar5 + 4), this_00 != (CTerrorPlayer *)0x0 &&
      (*(int *)(this + 0x4ac) == 0)))) {
    cVar2 = (**(code **)(*(int *)this_00 + 0x558))(this_00);
    if ((cVar2 == '\0') && (((byte)this_00[0x150] & 1) != 0)) {
      lVar6 = (longdouble)CTerrorPlayer::GetRunTopSpeed(this_00);
      if ((10.0 <= (float)lVar6) && ((byte)this_00[0x253] < 3)) {
        iVar3 = CTerrorPlayer::GetStaggerDir(this_00);
        if (iVar3 == 0) {
          uVar4 = CBaseAbility::IsAbilityReadyToFire((CBaseAbility *)this);
          return uVar4;
        }
      }
    }
  }
  return 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)