L L4D2node

CTongue::OnEnterInMouthState

0x0083fc70 · 185 bytes · __thiscall

_ZN7CTongue19OnEnterInMouthStateEv

Decompiled

undefined (1 param)

/* CTongue::OnEnterInMouthState() */

void __thiscall CTongue::OnEnterInMouthState(CTongue *this)

{
  uint uVar1;
  CBaseAnimating *this_00;
  CBaseEdict *this_01;
  int iVar2;
  undefined *puVar3;
  
  uVar1 = *(uint *)(this + 0x44c);
  if ((((uVar1 != 0xffffffff) &&
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
     (this_00 = *(CBaseAnimating **)(puVar3 + 4), this_00 != (CBaseAnimating *)0x0)) {
    if (*(int *)(this + 0x534) != 0) {
      if (this[0x6c] == (CTongue)0x0) {
        this_01 = *(CBaseEdict **)(this + 0x30);
        if (this_01 != (CBaseEdict *)0x0) {
          *(uint *)this_01 = *(uint *)this_01 | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(this_01);
          *(undefined2 *)(iVar2 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CTongue)((byte)this[0x70] | 1);
      }
      *(undefined4 *)(this + 0x534) = 0;
    }
    iVar2 = CBaseAnimating::FindBodygroupByName(this_00,"tongue");
    if (-1 < iVar2) {
      CBaseAnimating::SetBodygroup(this_00,iVar2,0);
    }
    return;
  }
  UTIL_Remove((CBaseEntity *)this);
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)