L L4D2node

PlayerLocomotion::JumpAcrossGap

0x0076bc50 · 169 bytes · __cdecl

_ZN16PlayerLocomotion13JumpAcrossGapERK6VectorS2_

Decompiled

undefined (2 params)

/* PlayerLocomotion::JumpAcrossGap(Vector const&, Vector const&) */

void PlayerLocomotion::JumpAcrossGap(Vector *param_1,Vector *param_2)

{
  undefined4 uVar1;
  int *piVar2;
  
  (**(code **)(*(int *)param_1 + 0xc4))(param_1);
  piVar2 = (int *)(**(code **)(*(int *)param_1 + 0xb0))(param_1);
  piVar2 = (int *)(**(code **)(*piVar2 + 0xc4))(piVar2);
  (**(code **)(*piVar2 + 0xc0))
            (piVar2,param_2,4,0x3f800000,0,"Looking forward while jumping a gap",1,0x3e800000);
  param_1[0x81] = (Vector)0x1;
  *(undefined4 *)(param_1 + 0x84) = *(undefined4 *)param_2;
  *(undefined4 *)(param_1 + 0x88) = *(undefined4 *)(param_2 + 4);
  uVar1 = *(undefined4 *)(param_2 + 8);
  param_1[0x90] = (Vector)0x0;
  *(undefined4 *)(param_1 + 0x8c) = uVar1;
  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)