L L4D2node

CTerrorPlayer::GetFlinchEvent

0x009a1b70 · 230 bytes · __thiscall

_ZN13CTerrorPlayer14GetFlinchEventERK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* CTerrorPlayer::GetFlinchEvent(CTakeDamageInfo const&) */

char __thiscall CTerrorPlayer::GetFlinchEvent(CTerrorPlayer *this,CTakeDamageInfo *param_1)

{
  char cVar1;
  int iVar2;
  longdouble lVar3;
  float local_24;
  float local_20;
  float local_1c;
  QAngle local_18 [4];
  float local_14;
  
  local_24 = *(float *)param_1;
  local_20 = *(float *)(param_1 + 4);
  local_1c = *(float *)(param_1 + 8);
  if ((((local_24 <= -0.01) || (0.01 <= local_24)) || (local_20 <= -0.01)) ||
     (((0.01 <= local_20 || (local_1c <= -0.01)) || (cVar1 = '9', 0.01 <= local_1c)))) {
    VectorNormalize((Vector *)&local_24);
    VectorAngles((Vector *)&local_24,local_18);
    iVar2 = (**(code **)(*(int *)this + 0x238))(this);
    lVar3 = (longdouble)AngleNormalize((180.0 - local_14) + *(float *)(iVar2 + 4));
    cVar1 = (90.0 <= ABS((float)lVar3)) + '9';
  }
  return cVar1;
}

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)