L L4D2node

CBasePlayer::ImpulseCommands

0x007b05a0 · 972 bytes · __thiscall

_ZN11CBasePlayer15ImpulseCommandsEv

Decompiled

undefined (1 param)

/* CBasePlayer::ImpulseCommands() */

void __thiscall CBasePlayer::ImpulseCommands(CBasePlayer *this)

{
  CSprayCan *this_00;
  int iVar1;
  int *piVar2;
  char *extraout_EDX;
  char *extraout_EDX_00;
  char *pcVar3;
  float local_100;
  float local_fc;
  float local_f8;
  float local_f4;
  float local_f0;
  float local_ec;
  float local_e8;
  float local_e4;
  float local_e0;
  CTraceFilterSimple local_dc [16];
  float local_cc;
  float local_c8;
  float local_c4;
  float local_bc;
  float local_b8;
  float local_b4;
  undefined4 local_ac;
  undefined4 local_a8;
  undefined4 local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_8c;
  undefined1 local_88;
  undefined1 local_87;
  Vector local_70 [12];
  Vector local_64 [32];
  float local_44;
  
  iVar1 = *(int *)(this + 0x2020);
  if (iVar1 == 200) {
    if (*(int *)(*(int *)(sv_cheats + 0x1c) + 0x30) != 0) {
      piVar2 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
      if ((*(byte *)(piVar2 + 0x35) & 0x20) == 0) {
        (**(code **)(*piVar2 + 0x428))(piVar2,0);
      }
      else {
        (**(code **)(*piVar2 + 0x424))(piVar2);
      }
    }
    goto LAB_007b05f0;
  }
  if (iVar1 < 0xc9) {
    if (iVar1 == 100) {
      iVar1 = (**(code **)(*(int *)this + 0x5f4))(this);
      if (iVar1 == 0) {
        (**(code **)(*(int *)this + 0x5f8))(this,1);
      }
      else {
        (**(code **)(*(int *)this + 0x5fc))();
      }
      goto LAB_007b05f0;
    }
  }
  else {
    if (iVar1 == 0xc9) {
      if (*(float *)(this + 0x1f64) < *(float *)(gpGlobals + 0xc) ||
          *(float *)(this + 0x1f64) == *(float *)(gpGlobals + 0xc)) {
        EyeVectors(this,(Vector *)&local_100,(Vector *)0x0,(Vector *)0x0);
        (**(code **)(*(int *)this + 0x234))(&local_e8,this);
        (**(code **)(*(int *)this + 0x234))(&local_f4,this);
        local_8c = 0;
        local_88 = 1;
        local_cc = local_f4;
        local_c8 = local_f0;
        local_b8 = (local_fc * 128.0 - local_f0) + local_e4;
        local_c4 = local_ec;
        local_b4 = (local_f8 * 128.0 - local_ec) + local_e0;
        local_bc = (local_100 * 128.0 - local_f4) + local_e8;
        local_94 = 0;
        local_98 = 0;
        local_9c = 0;
        local_87 = local_b4 * local_b4 + local_b8 * local_b8 + local_bc * local_bc != 0.0;
        local_a4 = 0;
        local_a8 = 0;
        local_ac = 0;
        CTraceFilterSimple::CTraceFilterSimple
                  (local_dc,(IHandleEntity *)this,0,(_func_bool_IHandleEntity_ptr_int *)0x0);
        (**(code **)(*enginetrace + 0x14))(enginetrace,&local_cc,0x400b,local_dc,local_70);
        pcVar3 = extraout_EDX;
        if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
          DebugDrawLine(local_70,local_64,0xff,0,0,true,-1.0);
          pcVar3 = extraout_EDX_00;
        }
        if (local_44 != 1.0) {
          *(float *)(this + 0x1f64) =
               *(float *)(decalfrequency._28_4_ + 0x2c) + *(float *)(gpGlobals + 0xc);
          this_00 = _CreateEntityTemplate<CSprayCan>((CSprayCan *)"spraycan",pcVar3);
          CSprayCan::Spawn(this_00,this);
        }
      }
      goto LAB_007b05f0;
    }
    if (iVar1 == 0xca) {
      if (*(float *)(this + 0x1f64) < *(float *)(gpGlobals + 0xc) ||
          *(float *)(this + 0x1f64) == *(float *)(gpGlobals + 0xc)) {
        EntityMessageBegin((CBaseEntity *)this,false);
        MessageWriteByte(1);
        MessageEnd();
        *(float *)(this + 0x1f64) =
             *(float *)(decalfrequency._28_4_ + 0x2c) + *(float *)(gpGlobals + 0xc);
      }
      goto LAB_007b05f0;
    }
  }
  (**(code **)(*(int *)this + 0x630))(this,iVar1);
LAB_007b05f0:
  *(undefined4 *)(this + 0x2020) = 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)