L L4D2node

CTerrorPlayer::GetStaggerDir

0x004f2c70 · 189 bytes · __thiscall

_ZNK13CTerrorPlayer13GetStaggerDirEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::GetStaggerDir() const */

CTerrorPlayer * __thiscall CTerrorPlayer::GetStaggerDir(CTerrorPlayer *this)

{
  float fVar1;
  longdouble lVar2;
  
  lVar2 = (longdouble)CountdownTimer::Now();
  if ((float)lVar2 < *(float *)(this + 0x31f8)) {
    fVar1 = *(float *)(this + 0x3214);
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    if (SQRT((*(float *)(this + 0x2e4) - *(float *)(this + 0x3200)) *
             (*(float *)(this + 0x2e4) - *(float *)(this + 0x3200)) +
             (*(float *)(this + 0x2e0) - *(float *)(this + 0x31fc)) *
             (*(float *)(this + 0x2e0) - *(float *)(this + 0x31fc)) +
             (*(float *)(this + 0x2e8) - *(float *)(this + 0x3204)) *
             (*(float *)(this + 0x2e8) - *(float *)(this + 0x3204))) <= fVar1) {
      return this + 0x3208;
    }
  }
  return (CTerrorPlayer *)0x0;
}

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)