L L4D2node

CTerrorPlayer::IsGettingUp

0x004f17d0 · 289 bytes · __thiscall

_ZNK13CTerrorPlayer11IsGettingUpEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::IsGettingUp() const */

bool __thiscall CTerrorPlayer::IsGettingUp(CTerrorPlayer *this)

{
  uint uVar1;
  char cVar2;
  int iVar3;
  undefined *puVar4;
  longdouble lVar5;
  float fVar6;
  
  iVar3 = *(int *)(this + 0x3f28);
  if (iVar3 != 0) {
    fVar6 = 1.5;
    if ((iVar3 != 2) && (fVar6 = 2.5, iVar3 != 3)) {
      fVar6 = 2.0;
    }
    cVar2 = (**(code **)(*(int *)this + 0x7e8))(this);
    if (cVar2 == '\0') {
      uVar1 = *(uint *)(this + 0x3e68);
      if ((((((uVar1 == 0xffffffff) ||
             (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc))
            || (*(uint *)(puVar4 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar4 + 4) == 0)) &&
          (((uVar1 = *(uint *)(this + 0x3e64), uVar1 == 0xffffffff ||
            (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 == (undefined *)0xfffffffc)) ||
           ((*(uint *)(puVar4 + 8) != uVar1 >> 0xc || (*(int *)(puVar4 + 4) == 0)))))) &&
         ((0.0 < *(float *)(this + 0x3f30) &&
          (lVar5 = (longdouble)IntervalTimer::Now(),
          (float)lVar5 - *(float *)(this + 0x3f30) < fVar6)))) {
        return true;
      }
      iVar3 = CMultiPlayerAnimState::GetMainActivity(*(CMultiPlayerAnimState **)(this + 0x2910));
      return iVar3 == 0x303;
    }
  }
  return false;
}

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)