L L4D2node

CTerrorGameMovement::CheckJumpButton

0x004fc040 · 492 bytes · __thiscall

_ZN19CTerrorGameMovement15CheckJumpButtonEv

Decompiled

undefined (1 param)

/* CTerrorGameMovement::CheckJumpButton() */

undefined4 __thiscall CTerrorGameMovement::CheckJumpButton(CTerrorGameMovement *this)

{
  CBaseEntity CVar1;
  char cVar2;
  int iVar3;
  CBaseEntity *this_00;
  longdouble lVar4;
  
  if ((*(int *)(this + 0x810) == 0) || (*(char *)(*(int *)(this + 0x810) + 0x1c80) == '\0')) {
    lVar4 = (longdouble)CBasePlayer::GetWaterJumpTime(*(CBasePlayer **)(this + 4));
    if ((float)lVar4 != 0.0) {
      lVar4 = (longdouble)CBasePlayer::GetWaterJumpTime(*(CBasePlayer **)(this + 4));
      CBasePlayer::SetWaterJumpTime
                (*(CBasePlayer **)(this + 4),(float)lVar4 - *(float *)(gpGlobals + 0x10));
      lVar4 = (longdouble)CBasePlayer::GetWaterJumpTime(*(CBasePlayer **)(this + 4));
      if (0.0 <= (float)lVar4) {
        return 0;
      }
      CBasePlayer::SetWaterJumpTime(*(CBasePlayer **)(this + 4),0.0);
      return 0;
    }
    this_00 = *(CBaseEntity **)(this + 4);
    CVar1 = this_00[0x253];
    if (2 < (byte)CVar1) {
      cVar2 = (**(code **)(*(int *)this + 0x58))(this);
      if (cVar2 == '\0') {
        return 0;
      }
      this_00 = *(CBaseEntity **)(this + 4);
      CVar1 = this_00[0x253];
    }
    if (1 < (byte)CVar1) {
      cVar2 = (**(code **)(*(int *)this + 0x58))(this);
      if (cVar2 != '\0') {
        (**(code **)(*(int *)this + 0x100))(this,0);
        iVar3 = CBaseEntity::GetWaterType(*(CBaseEntity **)(this + 4));
        if (iVar3 == 0x20) {
          *(undefined4 *)(*(int *)(this + 8) + 0x48) = 0x42c80000;
        }
        else {
          iVar3 = CBaseEntity::GetWaterType(*(CBaseEntity **)(this + 4));
          if (iVar3 == 0x10) {
            *(undefined4 *)(*(int *)(this + 8) + 0x48) = 0x42a00000;
          }
        }
        lVar4 = (longdouble)CBasePlayer::GetSwimSoundTime(*(CBasePlayer **)(this + 4));
        if (0.0 < (float)lVar4) {
          return 0;
        }
        CBasePlayer::SetSwimSoundTime(*(CBasePlayer **)(this + 4),1000.0);
        (**(code **)(*(int *)this + 0xfc))(this);
        return 0;
      }
      this_00 = *(CBaseEntity **)(this + 4);
    }
    iVar3 = CBaseEntity::GetGroundEntity(this_00);
    if (iVar3 != 0) {
      if ((*(byte *)(*(int *)(this + 8) + 0x28) & 2) != 0) {
        return 0;
      }
      DoJump(this,(Vector *)0x0);
      CTerrorPlayer::SetResponsibleForAirMovement
                (*(CTerrorPlayer **)(this + 0x810),(CBaseCombatCharacter *)0x0);
      *(uint *)(*(int *)(this + 8) + 0x28) = *(uint *)(*(int *)(this + 8) + 0x28) | 2;
      return 1;
    }
  }
  *(uint *)(*(int *)(this + 8) + 0x28) = *(uint *)(*(int *)(this + 8) + 0x28) | 2;
  return 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)