L L4D2node

CTerrorPlayer::OnReleasingWithTongue

0x00842bb0 · 375 bytes · __thiscall

_ZN13CTerrorPlayer21OnReleasingWithTongueEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::OnReleasingWithTongue() */

void __thiscall CTerrorPlayer::OnReleasingWithTongue(CTerrorPlayer *this)

{
  uint uVar1;
  CBaseEdict *this_00;
  int iVar2;
  int iVar3;
  undefined *puVar4;
  undefined *puVar5;
  
  puVar5 = g_pEntityList;
  uVar1 = *(uint *)(this + 0x30bc);
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
    iVar3 = __dynamic_cast(*(int *)(puVar4 + 4),&CBaseAbility::typeinfo,&CTongue::typeinfo,0);
    if (iVar3 != 0) {
      CTongue::SnapTongueBackToMouth();
      puVar5 = g_pEntityList;
    }
  }
  this[0x33fc] = (CTerrorPlayer)0x0;
  this[0x33fd] = (CTerrorPlayer)0x0;
  if ((puVar5 == (undefined *)0xfffffffc) || (*(int *)(puVar5 + 8) != 0)) {
    iVar3 = 0;
  }
  else {
    iVar3 = *(int *)(puVar5 + 4);
  }
  uVar1 = *(uint *)(this + 0x33c0);
  if (((uVar1 == 0xffffffff) ||
      (puVar5 = puVar5 + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
     (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) {
    iVar2 = 0;
  }
  else {
    iVar2 = *(int *)(puVar5 + 4);
  }
  if (iVar3 != iVar2) {
    if (this[0x6c] == (CTerrorPlayer)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
      *(undefined4 *)(this + 0x33c0) = 0;
    }
    else {
      this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
      *(undefined4 *)(this + 0x33c0) = 0;
    }
  }
  (**(code **)(*(int *)this + 0x81c))(this);
  (**(code **)(*(int *)this + 0x7fc))(this,0x5b,0);
  CBasePlayer::RumbleEffect((CBasePlayer *)this,'%','\0','\x01');
  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)