CTerrorGameMovement::PlayerRoughLandingEffects
0x004f9410 · 611 bytes · __thiscall
_ZN19CTerrorGameMovement25PlayerRoughLandingEffectsEf
Decompiled
undefined (2 params)
/* CTerrorGameMovement::PlayerRoughLandingEffects(float) */
void __thiscall
CTerrorGameMovement::PlayerRoughLandingEffects(CTerrorGameMovement *this,float param_1)
{
CBaseEntity *pCVar1;
char cVar2;
uint uVar3;
int iVar4;
uint uVar5;
bool bVar6;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
cVar2 = (**(code **)(**(int **)(this + 4) + 0x440))(*(int **)(this + 4));
if (cVar2 != '\0') {
CGameMovement::PlayerRoughLandingEffects((CGameMovement *)this,param_1);
if (0.5 <= param_1) {
pCVar1 = *(CBaseEntity **)(this + 4);
if (((byte)pCVar1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(pCVar1);
}
local_28 = *(undefined4 *)(pCVar1 + 0x2e0);
local_24 = *(undefined4 *)(pCVar1 + 0x2e4);
local_20 = *(undefined4 *)(pCVar1 + 0x2e8);
uVar3 = (**(code **)*enginetrace)(enginetrace,&local_28,0x20,0);
bVar6 = true;
uVar3 = uVar3 >> 5 & 1;
if (uVar3 == 0) {
uVar5 = (**(code **)*enginetrace)(enginetrace,(Vector *)(pCVar1 + 0x2e0),0x20,0);
bVar6 = (bool)((byte)(uVar5 >> 5) & 1);
}
CBaseCombatCharacter::PlayFootstepSound
(*(CBaseCombatCharacter **)(this + 4),(Vector *)(pCVar1 + 0x2e0),true,bVar6,
SUB41(uVar3,0),true);
}
if (0.0 < param_1) {
iVar4 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)(this + 4));
cVar2 = IsASurvivorTeam(iVar4);
if (cVar2 == '\0') {
CBaseEntity::EmitSound(*(CBaseEntity **)(this + 4),"PlayerZombie.JumpLand",0.0,(float *)0x0)
;
}
else if (0.85 < param_1) {
CBaseEntity::EmitSound(*(CBaseEntity **)(this + 4),"Player.JumpLand",0.0,(float *)0x0);
}
if (0.25 < param_1) {
pCVar1 = *(CBaseEntity **)(this + 0x810);
iVar4 = CBaseEntity::GetTeamNumber(pCVar1);
if (((iVar4 == 3) && (iVar4 = (**(code **)(*(int *)pCVar1 + 0x544))(pCVar1), iVar4 == 3)) &&
(cVar2 = CTerrorPlayer::IsLunging(*(CTerrorPlayer **)(this + 0x810)), cVar2 != '\0')) {
iVar4 = *(int *)(this + 8);
*(undefined4 *)(iVar4 + 0x40) = 0;
*(undefined4 *)(iVar4 + 0x44) = 0;
*(undefined4 *)(iVar4 + 0x48) = 0;
(**(code **)(**(int **)(this + 0x810) + 0x7fc))(*(int **)(this + 0x810),8,1);
return;
}
}
(**(code **)(**(int **)(this + 0x810) + 0x7fc))(*(int **)(this + 0x810),8,0);
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.