L L4D2node

CTerrorPlayer::StartTug

0x009a7d00 · 155 bytes · __thiscall

_ZN13CTerrorPlayer8StartTugEPS_

Decompiled

undefined (2 params)

/* CTerrorPlayer::StartTug(CTerrorPlayer*) */

void __thiscall CTerrorPlayer::StartTug(CTerrorPlayer *this,CTerrorPlayer *param_1)

{
  uint uVar1;
  char cVar2;
  undefined *puVar3;
  undefined4 *puVar4;
  
  cVar2 = (**(code **)(*(int *)param_1 + 0x7e8))(param_1);
  if (((cVar2 != '\0') && (param_1[0x39f1] == (CTerrorPlayer)0x0)) &&
     (param_1[0x33dc] == (CTerrorPlayer)0x0)) {
    uVar1 = *(uint *)(param_1 + 0x2e24);
    if (((uVar1 != 0xffffffff) &&
        (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
       ((*(uint *)(puVar3 + 8) == uVar1 >> 0xc && (*(int *)(puVar3 + 4) != 0)))) {
      return;
    }
    puVar4 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    *(undefined4 *)(this + 0x2d60) = *puVar4;
    (**(code **)(*(int *)this + 0x7fc))(this,0x43,0);
  }
  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)