L L4D2node

CTerrorPlayer::IsImmobilized

0x004f6630 · 814 bytes · __thiscall

_ZNK13CTerrorPlayer13IsImmobilizedEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::IsImmobilized() const */

undefined4 __thiscall CTerrorPlayer::IsImmobilized(CTerrorPlayer *this)

{
  uint uVar1;
  char cVar2;
  int iVar3;
  undefined4 uVar4;
  int *piVar5;
  undefined *puVar6;
  longdouble lVar7;
  float fVar8;
  
  cVar2 = (**(code **)(*(int *)this + 0x7e8))(this);
  if (cVar2 != '\0') {
    return 1;
  }
  cVar2 = IsPlayingDeathAnim(this);
  if (cVar2 != '\0') {
    return 1;
  }
  iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  uVar4 = IsASurvivorTeam(iVar3);
  if ((char)uVar4 != '\0') {
    uVar1 = *(uint *)(this + 0x3e68);
    if ((((uVar1 != 0xffffffff) &&
         (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar6 + 4) != 0)) {
      return 1;
    }
    uVar1 = *(uint *)(this + 0x3e48);
    if (((uVar1 != 0xffffffff) &&
        (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
       ((*(uint *)(puVar6 + 8) == uVar1 >> 0xc && (*(int *)(puVar6 + 4) != 0)))) {
      return 1;
    }
    uVar1 = *(uint *)(this + 0x33c4);
    if (((uVar1 != 0xffffffff) &&
        (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
       ((*(uint *)(puVar6 + 8) == uVar1 >> 0xc && (*(int *)(puVar6 + 4) != 0)))) {
      return 1;
    }
    uVar1 = *(uint *)(this + 0x2e28);
    if ((((uVar1 != 0xffffffff) &&
         (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar6 + 4) != 0)) {
      return 1;
    }
    if (*(int *)(this + 0x2b44) != 0) {
      return 1;
    }
    iVar3 = CMultiPlayerAnimState::GetMainActivity(*(CMultiPlayerAnimState **)(this + 0x2910));
    if (iVar3 < 0x213) {
      if (0x210 < iVar3) {
        return uVar4;
      }
      if (iVar3 - 0x209U < 6) {
        return uVar4;
      }
    }
    else if (iVar3 == 0x303) {
      return uVar4;
    }
    fVar8 = 1.5;
    if ((*(int *)(this + 0x3f28) != 2) && (fVar8 = 0.5, *(int *)(this + 0x3f28) != 0)) {
      fVar8 = 0.75;
    }
    if ((0.0 < *(float *)(this + 0x3f30)) &&
       (lVar7 = (longdouble)IntervalTimer::Now(), (float)lVar7 - *(float *)(this + 0x3f30) < fVar8))
    {
      return 1;
    }
  }
  uVar1 = *(uint *)(this + 0x3e44);
  if ((((((uVar1 == 0xffffffff) ||
         (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
        (*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar6 + 4) == 0)) &&
      ((((((uVar1 = *(uint *)(this + 0x30bc), uVar1 == 0xffffffff ||
           (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
          ((*(uint *)(puVar6 + 8) != uVar1 >> 0xc ||
           ((piVar5 = *(int **)(puVar6 + 4), piVar5 == (int *)0x0 ||
            (cVar2 = (**(code **)(*piVar5 + 0x378))(piVar5), cVar2 != '\0')))))) &&
         ((piVar5 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this),
          piVar5 == (int *)0x0 || (cVar2 = (**(code **)(*piVar5 + 0x67c))(piVar5), cVar2 != '\0'))))
        && (this[0x33bd] == (CTerrorPlayer)0x0)) &&
       ((((uVar1 = *(uint *)(this + 0x33a4), uVar1 == 0xffffffff ||
          (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar6 + 4) == 0)))))) &&
     (*(float *)(this + 0x2848) <= 2000.0)) {
    uVar4 = CCSPlayer::IsImmobilized((CCSPlayer *)this);
    return uVar4;
  }
  return 1;
}

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)