CTerrorGameMovement::DoJump
0x004fbcb0 · 861 bytes · __thiscall
_ZN19CTerrorGameMovement6DoJumpEP6Vector
Decompiled
undefined (2 params)
/* CTerrorGameMovement::DoJump(Vector*) */
void __thiscall CTerrorGameMovement::DoJump(CTerrorGameMovement *this,Vector *param_1)
{
float fVar1;
float fVar2;
CBaseEdict *pCVar3;
CBaseEntity *this_00;
code *pcVar4;
char cVar5;
int iVar6;
int iVar7;
int *piVar8;
undefined4 uVar9;
float fVar10;
double dVar11;
double local_2c;
(**(code **)(*(int *)this + 0x100))(this,0);
(**(code **)(**(int **)(this + 0x7e0) + 0x7fc))(*(int **)(this + 0x7e0),7,0);
if (*(int *)(*(int *)(this + 4) + 0x217c) == 0) {
local_2c = 1.0;
}
else {
local_2c = (double)*(float *)(*(int *)(*(int *)(this + 4) + 0x217c) + 0x48);
}
iVar7 = *(int *)(this + 0x7e0);
if (*(char *)(iVar7 + 0x2898) != '\x01') {
if (*(char *)(iVar7 + 0x6c) == '\0') {
pCVar3 = *(CBaseEdict **)(iVar7 + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
*(byte *)(iVar7 + 0x70) = *(byte *)(iVar7 + 0x70) | 1;
}
*(undefined1 *)(iVar7 + 0x2898) = 1;
}
fVar1 = *(float *)(*(int *)(this + 8) + 0xa4);
cVar5 = CCSGameMovement::HandleFastDuck((CCSGameMovement *)this,true);
iVar7 = *(int *)(this + 8);
if (cVar5 == '\0') {
dVar11 = 301.99337741082996;
}
else {
dVar11 = SQRT((57.0 - (double)(*(float *)(iVar7 + 0xa4) - fVar1)) * 1600.0);
}
fVar1 = *(float *)(iVar7 + 0x48);
*(float *)(iVar7 + 0x48) = (float)(dVar11 * local_2c);
iVar7 = *(int *)(this + 0x810);
if (iVar7 != 0) {
if (param_1 != (Vector *)0x0) {
*(undefined4 *)(*(int *)(this + 8) + 0x40) = *(undefined4 *)param_1;
*(undefined4 *)(*(int *)(this + 8) + 0x44) = *(undefined4 *)(param_1 + 4);
fVar2 = *(float *)(param_1 + 8);
iVar7 = *(int *)(this + 8);
cVar5 = (**(code **)(**(int **)(this + 0x810) + 0x778))(*(int **)(this + 0x810));
if (cVar5 == '\0') {
fVar10 = *(float *)(ZombiePlayerLungeUp._28_4_ + 0x2c);
}
else {
fVar10 = *(float *)(ZombieLungeUp._28_4_ + 0x2c);
}
*(float *)(iVar7 + 0x48) = fVar10 + fVar2;
iVar7 = *(int *)(this + 0x810);
}
if (0.0 < *(float *)(&DAT_00002848 + iVar7)) {
*(float *)(*(int *)(this + 8) + 0x48) =
(100.0 - *(float *)(&DAT_00002848 + iVar7) * 0.019) * 0.01 *
*(float *)(*(int *)(this + 8) + 0x48);
}
if ((param_1 != (Vector *)0x0) ||
((iVar7 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)(this + 4)), iVar7 == 3 &&
(cVar5 = (**(code **)(**(int **)(this + 4) + 0x778))(*(int **)(this + 4)), cVar5 == '\0'))))
{
this_00 = *(CBaseEntity **)(this + 0x810);
iVar7 = CBaseEntity::GetTeamNumber(this_00);
if (((iVar7 != 3) || (iVar7 = (**(code **)(*(int *)this_00 + 0x544))(this_00), iVar7 != 5)) &&
(iVar7 = *(int *)(this + 0x810), *(float *)(&DAT_00002848 + iVar7) != 1315.7894)) {
if (*(char *)(iVar7 + 0x6c) == '\0') {
pCVar3 = *(CBaseEdict **)(iVar7 + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
*(byte *)(iVar7 + 0x70) = *(byte *)(iVar7 + 0x70) | 1;
}
*(undefined4 *)(&DAT_00002848 + iVar7) = 0x44a47943;
}
}
}
CGameMovement::FinishGravity((CGameMovement *)this);
iVar7 = *(int *)(this + 8);
*(float *)(iVar7 + 0x70) = (*(float *)(iVar7 + 0x48) + *(float *)(iVar7 + 0x70)) - fVar1;
*(float *)(*(int *)(this + 8) + 100) = *(float *)(*(int *)(this + 8) + 100) + 0.1;
piVar8 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"player_jump",0,0);
if (piVar8 != (int *)0x0) {
pcVar4 = *(code **)(*piVar8 + 0x30);
uVar9 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(*(int *)(this + 4) + 0x30));
(*pcVar4)(piVar8,"userid",uVar9);
(**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar8,0);
}
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.