L L4D2node

PlayerLocomotion::Jump

0x0076bf70 · 195 bytes · __thiscall

_ZN16PlayerLocomotion4JumpEv

Decompiled

undefined (1 param)

/* PlayerLocomotion::Jump() */

void __thiscall PlayerLocomotion::Jump(PlayerLocomotion *this)

{
  int iVar1;
  int *piVar2;
  longdouble lVar3;
  
  this[0x70] = (PlayerLocomotion)0x1;
  lVar3 = (longdouble)CountdownTimer::Now();
  if ((float)lVar3 + 0.5 != *(float *)(this + 0x7c)) {
    (**(code **)(*(int *)(this + 0x74) + 4))(this + 0x74,this + 0x7c);
    *(float *)(this + 0x7c) = (float)lVar3 + 0.5;
  }
  if (*(float *)(this + 0x78) != 0.5) {
    (**(code **)(*(int *)(this + 0x74) + 4))(this + 0x74,this + 0x78);
    *(undefined4 *)(this + 0x78) = 0x3f000000;
  }
  iVar1 = (**(code **)(*(int *)this + 0xb0))(this);
  if (iVar1 != 0) {
    piVar2 = (int *)__dynamic_cast(iVar1,&INextBot::typeinfo,&INextBotPlayerInput::typeinfo,
                                   0xfffffffe);
    if (piVar2 != (int *)0x0) {
      (**(code **)(*piVar2 + 0x40))(piVar2,0xbf800000);
    }
  }
  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)