L L4D2node

CTerrorPlayer::GetCurrentPushDistance

0x004f3470 · 241 bytes · __thiscall

_ZNK13CTerrorPlayer22GetCurrentPushDistanceEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::GetCurrentPushDistance() const */

longdouble __thiscall CTerrorPlayer::GetCurrentPushDistance(CTerrorPlayer *this)

{
  uint uVar1;
  int iVar2;
  undefined *puVar3;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  uVar1 = *(uint *)(this + 0x33ac);
  if ((((uVar1 != 0xffffffff) &&
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (iVar2 = *(int *)(puVar3 + 4), iVar2 != 0)) {
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    local_24 = *(float *)(this + 0x2e0);
    local_1c = *(float *)(this + 0x2e8);
    local_20 = *(float *)(this + 0x2e4);
    CCollisionProperty::CalcNearestPoint
              ((CCollisionProperty *)(iVar2 + 0x194),(Vector *)&local_24,(Vector *)&local_18);
    return (longdouble)
           SQRT((local_1c - local_10) * (local_1c - local_10) +
                (local_24 - local_18) * (local_24 - local_18) +
                (local_20 - local_14) * (local_20 - local_14));
  }
  return (longdouble)0.0;
}

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)