L L4D2node

CTerrorPlayer::OnStunned

0x009a62c0 · 732 bytes · __thiscall

_ZN13CTerrorPlayer9OnStunnedEf

Decompiled

undefined (2 params)

/* CTerrorPlayer::OnStunned(float) */

void __thiscall CTerrorPlayer::OnStunned(CTerrorPlayer *this,float param_1)

{
  float fVar1;
  uint uVar2;
  CTerrorPlayer *this_00;
  int iVar3;
  int *piVar4;
  undefined *puVar5;
  longdouble lVar6;
  
  iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (iVar3 == 3) {
    iVar3 = (**(code **)(*(int *)this + 0x544))(this);
    if ((iVar3 == 2) && (*(float *)(this + 0x1aa4) != 0.0)) {
      (**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1aa4);
      *(undefined4 *)(this + 0x1aa4) = 0;
    }
  }
  lVar6 = (longdouble)CountdownTimer::Now();
  if (*(float *)(this + 0x32e8) <= (float)lVar6) {
    lVar6 = (longdouble)CountdownTimer::Now();
    if ((float)lVar6 + param_1 != *(float *)(this + 0x32dc)) {
      (**(code **)(*(int *)(this + 0x32d4) + 4))(this + 0x32d4,this + 0x32dc);
      *(float *)(this + 0x32dc) = (float)lVar6 + param_1;
    }
    if (param_1 != *(float *)(this + 0x32d8)) {
      (**(code **)(*(int *)(this + 0x32d4) + 4))(this + 0x32d4,this + 0x32d8);
      *(float *)(this + 0x32d8) = param_1;
    }
    uVar2 = *(uint *)(this + 0x30bc);
    if ((((uVar2 != 0xffffffff) &&
         (puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar5 + 8) == uVar2 >> 0xc)) &&
       (piVar4 = *(int **)(puVar5 + 4), piVar4 != (int *)0x0)) {
      (**(code **)(*piVar4 + 900))(piVar4,param_1);
    }
    piVar4 = (int *)CBaseCombatCharacter::GetActiveWeapon((CBaseCombatCharacter *)this);
    if (piVar4 != (int *)0x0) {
      (**(code **)(*piVar4 + 0x69c))(piVar4,param_1);
    }
  }
  fVar1 = *(float *)(SurvivorStunImmunityDuration._28_4_ + 0x2c);
  lVar6 = (longdouble)CountdownTimer::Now();
  if ((float)lVar6 + fVar1 != *(float *)(this + 0x32e8)) {
    (**(code **)(*(int *)(this + 0x32e0) + 4))(this + 0x32e0,this + 0x32e8);
    *(float *)(this + 0x32e8) = (float)lVar6 + fVar1;
  }
  if (fVar1 != *(float *)(this + 0x32e4)) {
    (**(code **)(*(int *)(this + 0x32e0) + 4))(this + 0x32e0,this + 0x32e4);
    *(float *)(this + 0x32e4) = fVar1;
  }
  OnPounceEnded(this);
  uVar2 = *(uint *)(this + 0x33c0);
  if (((uVar2 != 0xffffffff) &&
      (puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
     ((*(uint *)(puVar5 + 8) == uVar2 >> 0xc &&
      (this_00 = *(CTerrorPlayer **)(puVar5 + 4), this_00 != (CTerrorPlayer *)0x0)))) {
    AbilityDebug(this_00,this_00,"Tongue letting go on getting bashed.");
  }
  ReleaseTongueVictim(this,false);
  OnRideEnded(this,(CTerrorPlayer *)0x0);
  CBasePlayer::RumbleEffect((CBasePlayer *)this,' ','\0','\x04');
  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)