L L4D2node

CTerrorPlayer::OnLungeEnd

0x009a3cd0 · 256 bytes · __thiscall

_ZN13CTerrorPlayer10OnLungeEndEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::OnLungeEnd() */

void __thiscall CTerrorPlayer::OnLungeEnd(CTerrorPlayer *this)

{
  CTerrorPlayer CVar1;
  CBaseEdict *this_00;
  char cVar2;
  undefined4 uVar3;
  int iVar4;
  
  if (this[0x3e78] == (CTerrorPlayer)0x0) {
    uVar3 = (**(code **)(*(int *)this + 0xb8))(this);
    UTIL_LogPrintf("%s ending a lunge\n",uVar3);
    cVar2 = (**(code **)(*(int *)this + 0x558))(this);
    if (cVar2 == '\0') {
      CBaseEntity::EmitSound((CBaseEntity *)this,"HunterZombie.LungeLand",0.0,(float *)0x0);
      CVar1 = this[0x3e78];
      goto joined_r0x009a3d6c;
    }
  }
  else {
    uVar3 = (**(code **)(*(int *)this + 0xb8))();
    UTIL_LogPrintf("%s ending a pounce\n",uVar3);
    cVar2 = (**(code **)(*(int *)this + 0x558))(this);
    if (cVar2 == '\0') {
      CBaseEntity::EmitSound((CBaseEntity *)this,"HunterZombie.Pounce.Miss",0.0,(float *)0x0);
    }
  }
  CVar1 = this[0x3e78];
joined_r0x009a3d6c:
  if (CVar1 == (CTerrorPlayer)0x0) {
    return;
  }
  if (this[0x6c] == (CTerrorPlayer)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar4 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar4 + 2) = 0;
    }
    this[0x3e78] = (CTerrorPlayer)0x0;
  }
  else {
    this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
    this[0x3e78] = (CTerrorPlayer)0x0;
  }
  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)