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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.