L L4D2node

CTerrorPlayer::SetResponsibleForAirMovement

0x009ab010 · 276 bytes · __thiscall

_ZN13CTerrorPlayer28SetResponsibleForAirMovementEP20CBaseCombatCharacter

Decompiled

undefined (2 params)

/* CTerrorPlayer::SetResponsibleForAirMovement(CBaseCombatCharacter*) */

void __thiscall
CTerrorPlayer::SetResponsibleForAirMovement(CTerrorPlayer *this,CBaseCombatCharacter *param_1)

{
  float fVar1;
  undefined4 *puVar2;
  longdouble lVar3;
  
  if (param_1 == (CBaseCombatCharacter *)0x0) {
    *(undefined4 *)(this + 0x32a8) = 0xffffffff;
    if (*(float *)(this + 0x32a4) != -1.0) {
      (**(code **)(*(int *)(this + 0x329c) + 4))(this + 0x329c,this + 0x32a4);
      *(undefined4 *)(this + 0x32a4) = 0xbf800000;
      return;
    }
  }
  else {
    puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    *(undefined4 *)(this + 0x32a8) = *puVar2;
    lVar3 = (longdouble)CountdownTimer::Now();
    if ((float)lVar3 + 1.0 == *(float *)(this + 0x32a4)) {
      fVar1 = *(float *)(this + 0x32a0);
    }
    else {
      (**(code **)(*(int *)(this + 0x329c) + 4))(this + 0x329c,this + 0x32a4);
      fVar1 = *(float *)(this + 0x32a0);
      *(float *)(this + 0x32a4) = (float)lVar3 + 1.0;
    }
    if (fVar1 != 1.0) {
      (**(code **)(*(int *)(this + 0x329c) + 4))(this + 0x329c,this + 0x32a0);
      *(undefined4 *)(this + 0x32a0) = 0x3f800000;
      return;
    }
  }
  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)