L L4D2node

CTerrorGameMovement::CheckFalling

0x004f84b0 · 188 bytes · __thiscall

_ZN19CTerrorGameMovement12CheckFallingEv

Decompiled

undefined (1 param)

/* CTerrorGameMovement::CheckFalling() */

void __thiscall CTerrorGameMovement::CheckFalling(CTerrorGameMovement *this)

{
  char cVar1;
  int iVar2;
  
  if (*(int *)(this + 0x810) != 0) {
    iVar2 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
    if (iVar2 == 0) {
      cVar1 = CGameMovement::IsDead((CGameMovement *)this);
      if ((cVar1 == '\0') && (SafeFallSpeed <= *(float *)(*(int *)(this + 4) + 0x1aa4))) {
        CTerrorPlayer::OnFalling(*(CTerrorPlayer **)(this + 0x810));
      }
    }
  }
  if (*(int *)(this + 0x86c) != 0) {
    iVar2 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 4));
    if (iVar2 != 0) {
      cVar1 = CGameMovement::IsDead((CGameMovement *)this);
      if ((cVar1 == '\0') && (350.0 <= *(float *)(*(int *)(this + 4) + 0x1aa4))) {
        CTerrorPlayer::SetResponsibleForAirMovement
                  (*(CTerrorPlayer **)(this + 0x810),*(CBaseCombatCharacter **)(this + 0x86c));
      }
    }
  }
  CGameMovement::CheckFalling((CGameMovement *)this);
  return;
}

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)