L L4D2node

CCSPlayer::ShouldDoLargeFlinch

0x00656d00 · 155 bytes · __thiscall

_ZN9CCSPlayer19ShouldDoLargeFlinchEiP11CBaseEntity

Decompiled

undefined (3 params)

/* CCSPlayer::ShouldDoLargeFlinch(int, CBaseEntity*) */

undefined4 __thiscall
CCSPlayer::ShouldDoLargeFlinch(CCSPlayer *this,int param_1,CBaseEntity *param_2)

{
  char cVar1;
  undefined4 uVar2;
  CWeaponCSBase *this_00;
  int iVar3;
  
  if (((((((byte)this[0x150] & 2) != 0) || (param_1 - 6U < 2)) || (param_2 == (CBaseEntity *)0x0))
      || ((cVar1 = (**(code **)(*(int *)param_2 + 0x16c))(param_2), cVar1 == '\0' ||
          (uVar2 = (**(code **)(*(int *)param_2 + 0x16c))(param_2), (char)uVar2 == '\0')))) ||
     ((this_00 = (CWeaponCSBase *)
                 CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)param_2),
      this_00 == (CWeaponCSBase *)0x0 ||
      (((iVar3 = CWeaponCSBase::GetCSWpnData(this_00), *(int *)(iVar3 + 0x894) != 2 &&
        (iVar3 = CWeaponCSBase::GetCSWpnData(this_00), *(int *)(iVar3 + 0x894) != 3)) &&
       (iVar3 = CWeaponCSBase::GetCSWpnData(this_00), *(int *)(iVar3 + 0x894) != 4)))))) {
    uVar2 = 0;
  }
  return uVar2;
}

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)