L L4D2node

CTerrorGameMovement::FullCustomMove

0x00500750 · 882 bytes · __thiscall

_ZN19CTerrorGameMovement14FullCustomMoveEv

Decompiled

undefined (1 param)

/* CTerrorGameMovement::FullCustomMove() */

void __thiscall CTerrorGameMovement::FullCustomMove(CTerrorGameMovement *this)

{
  CBaseEntity *this_00;
  char cVar1;
  undefined4 uVar2;
  int iVar3;
  longdouble lVar4;
  float fVar5;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  iVar3 = *(int *)(this + 0x810);
  if (iVar3 == 0) goto LAB_005008e0;
  if ((&DAT_000039f1)[iVar3] != '\0') {
    LedgeMove(this);
    return;
  }
  uVar2 = CMultiPlayerAnimState::GetMainActivity(*(CMultiPlayerAnimState **)(iVar3 + 0x2910));
  cVar1 = CTerrorPlayer::IsMotionControlledXY(*(CTerrorPlayer **)(this + 0x810),uVar2);
  if (cVar1 == '\0') {
    uVar2 = CMultiPlayerAnimState::GetMainActivity
                      (*(CMultiPlayerAnimState **)(*(int *)(this + 0x810) + 0x2910));
    cVar1 = CTerrorPlayer::IsMotionControlledZ(*(CTerrorPlayer **)(this + 0x810),uVar2);
    if (cVar1 != '\0') goto LAB_0050079e;
  }
  else {
LAB_0050079e:
    iVar3 = CTerrorPlayer::GetStaggerDir(*(CTerrorPlayer **)(this + 0x810));
    if (iVar3 == 0) {
      (**(code **)(**(int **)(*(int *)(this + 0x810) + 0x2910) + 0x78))
                (*(int **)(*(int *)(this + 0x810) + 0x2910),&local_24);
      (**(code **)(**(int **)(*(int *)(this + 0x810) + 0x2910) + 0x7c))
                (*(int **)(*(int *)(this + 0x810) + 0x2910));
      this_00 = *(CBaseEntity **)(this + 0x810);
      iVar3 = CBaseEntity::GetTeamNumber(this_00);
      if ((iVar3 == 3) && (iVar3 = (**(code **)(*(int *)this_00 + 0x544))(this_00), iVar3 == 8)) {
        iVar3 = CMultiPlayerAnimState::GetMainActivity
                          (*(CMultiPlayerAnimState **)(*(int *)(this + 0x810) + 0x2910));
        if ((iVar3 - 0x2d0U < 0x11) && ((1 << ((byte)(iVar3 - 0x2d0U) & 0x1f) & 0x14a15U) != 0)) {
          iVar3 = *(int *)(this + 8);
          *(float *)(iVar3 + 0xa0) = *(float *)(iVar3 + 0xa0) + local_20;
          *(float *)(iVar3 + 0xa4) = *(float *)(iVar3 + 0xa4) + local_1c;
          *(float *)(iVar3 + 0x9c) = *(float *)(iVar3 + 0x9c) + local_24;
          fVar5 = 1.0 / *(float *)(gpGlobals + 0x10);
          iVar3 = *(int *)(this + 8);
          *(float *)(iVar3 + 0x40) = local_24 * fVar5;
          *(float *)(iVar3 + 0x44) = local_20 * fVar5;
          *(float *)(iVar3 + 0x48) = fVar5 * local_1c;
          goto LAB_005009ac;
        }
      }
      lVar4 = (longdouble)(**(code **)(*(int *)this + 0x38))(this);
      iVar3 = *(int *)(this + 8);
      local_18 = local_24 + *(float *)(iVar3 + 0x9c);
      local_14 = local_20 + *(float *)(iVar3 + 0xa0);
      local_10 = local_1c + *(float *)(iVar3 + 0xa4);
      UpdatePosition(this,(Vector *)&local_18,(float)lVar4);
LAB_005009ac:
      uVar2 = CMultiPlayerAnimState::GetMainActivity
                        (*(CMultiPlayerAnimState **)(*(int *)(this + 0x810) + 0x2910));
      cVar1 = CTerrorPlayer::IsMotionControlledZ(*(CTerrorPlayer **)(this + 0x810),uVar2);
      if (cVar1 == '\0') {
        CGameMovement::StayOnGround((CGameMovement *)this);
      }
      (**(code **)(*(int *)this + 0xcc))(this,0);
      return;
    }
  }
  cVar1 = CTerrorPlayer::IsStaggering(*(CTerrorPlayer **)(this + 0x810));
  if (cVar1 != '\0') {
    (**(code **)(**(int **)(*(int *)(this + 0x810) + 0x2910) + 0x78))
              (*(int **)(*(int *)(this + 0x810) + 0x2910),&local_24);
    (**(code **)(**(int **)(*(int *)(this + 0x810) + 0x2910) + 0x7c))
              (*(int **)(*(int *)(this + 0x810) + 0x2910));
    lVar4 = (longdouble)(**(code **)(*(int *)this + 0x38))(this);
    iVar3 = *(int *)(this + 8);
    local_18 = local_24 + *(float *)(iVar3 + 0x9c);
    local_14 = local_20 + *(float *)(iVar3 + 0xa0);
    local_10 = local_1c + *(float *)(iVar3 + 0xa4);
    UpdatePosition(this,(Vector *)&local_18,(float)lVar4);
    CGameMovement::StayOnGround((CGameMovement *)this);
    (**(code **)(*(int *)this + 0xcc))(this,0);
    iVar3 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 0x810));
    if (iVar3 == 0) {
      CTerrorPlayer::CancelStagger(*(CTerrorPlayer **)(this + 0x810));
    }
    return;
  }
LAB_005008e0:
  CBaseEntity::SetMoveType(*(CBaseEntity **)(this + 4),2,0);
  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)