L L4D2node

CTerrorPlayer::CanPlayerJump

0x004f3190 · 63 bytes · __thiscall

_ZNK13CTerrorPlayer13CanPlayerJumpEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::CanPlayerJump() const */

bool __thiscall CTerrorPlayer::CanPlayerJump(CTerrorPlayer *this)

{
  char cVar1;
  int iVar2;
  bool bVar3;
  
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  cVar1 = IsASurvivorTeam(iVar2);
  bVar3 = true;
  if (cVar1 != '\0') {
    bVar3 = *(float *)(this + 0x39e0) <= *(float *)(gpGlobals + 0xc);
  }
  return bVar3;
}

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)