L L4D2node

NextBotPlayer<CTerrorPlayer>::PressJumpButton

0x00945870 · 152 bytes · __thiscall

_ZN13NextBotPlayerI13CTerrorPlayerE15PressJumpButtonEf

Decompiled

undefined (2 params)

/* NextBotPlayer<CTerrorPlayer>::PressJumpButton(float) */

void __thiscall
NextBotPlayer<CTerrorPlayer>::PressJumpButton(NextBotPlayer<CTerrorPlayer> *this,float param_1)

{
  longdouble lVar1;
  
  *(uint *)(this + 0x425c) = *(uint *)(this + 0x425c) | 2;
  lVar1 = (longdouble)CountdownTimer::Now();
  if ((float)lVar1 + param_1 != *(float *)(this + 0x42cc)) {
    (**(code **)(*(int *)(this + 0x42c4) + 4))(this + 0x42c4,this + 0x42cc);
    *(float *)(this + 0x42cc) = (float)lVar1 + param_1;
  }
  if (param_1 != *(float *)(this + 0x42c8)) {
    (**(code **)(*(int *)(this + 0x42c4) + 4))(this + 0x42c4,this + 0x42c8);
    *(float *)(this + 0x42c8) = param_1;
  }
  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)