L L4D2node

CTerrorPlayer::IsLunging

0x004f2460 · 129 bytes · __thiscall

_ZNK13CTerrorPlayer9IsLungingEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::IsLunging() const */

undefined4 __thiscall CTerrorPlayer::IsLunging(CTerrorPlayer *this)

{
  uint uVar1;
  int *piVar2;
  int iVar3;
  undefined4 uVar4;
  char *pcVar5;
  undefined *puVar6;
  
  uVar1 = *(uint *)(this + 0x30bc);
  if ((((uVar1 != 0xffffffff) &&
       (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) &&
     (piVar2 = *(int **)(puVar6 + 4), piVar2 != (int *)0x0)) {
    pcVar5 = (char *)piVar2[0x1f];
    if (pcVar5 == (char *)0x0) {
      pcVar5 = "";
    }
    else if (pcVar5 == "ability_lunge") goto LAB_004f24c9;
    iVar3 = _V_stricmp(pcVar5,"ability_lunge");
    if (iVar3 == 0) {
LAB_004f24c9:
                    /* WARNING: Could not recover jumptable at 0x004f24d9. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      uVar4 = (**(code **)(*piVar2 + 0x354))();
      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)