L L4D2node

CTerrorPlayer::OnGroundChanged

0x009ac220 · 557 bytes · __thiscall

_ZN13CTerrorPlayer15OnGroundChangedEP11CBaseEntityS1_

Decompiled

undefined (3 params)

/* CTerrorPlayer::OnGroundChanged(CBaseEntity*, CBaseEntity*) */

void __thiscall
CTerrorPlayer::OnGroundChanged(CTerrorPlayer *this,CBaseEntity *param_1,CBaseEntity *param_2)

{
  uint uVar1;
  int *piVar2;
  char cVar3;
  int iVar4;
  undefined *puVar5;
  CBaseEntity *this_00;
  undefined4 local_30 [3];
  undefined4 local_24;
  undefined4 local_20;
  
  if (param_1 == (CBaseEntity *)0x0) {
    if (param_2 == (CBaseEntity *)0x0) {
      return;
    }
    StopTrackedSound(this,"Player.Fall");
    iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
    if (((((iVar4 == 3) && (iVar4 = (**(code **)(*(int *)this + 0x544))(this), iVar4 == 3)) &&
         (this[0x1a90] != (CTerrorPlayer)0x0)) &&
        ((uVar1 = *(uint *)(this + 0x30bc), uVar1 != 0xffffffff &&
         (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)))) &&
       ((*(uint *)(puVar5 + 8) == uVar1 >> 0xc &&
        (piVar2 = *(int **)(puVar5 + 4), piVar2 != (int *)0x0)))) {
      (**(code **)(*piVar2 + 0x368))(piVar2);
    }
  }
  else if (param_2 == (CBaseEntity *)0x0) {
    return;
  }
  uVar1 = *(uint *)(this + 0x2088);
  this_00 = (CBaseEntity *)0x0;
  if (((uVar1 == 0xffffffff) ||
      (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
     (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) {
    cVar3 = (**(code **)(*(int *)this + 300))(this);
  }
  else {
    this_00 = *(CBaseEntity **)(puVar5 + 4);
    cVar3 = (**(code **)(*(int *)this + 300))(this);
  }
  if ((((cVar3 != '\0') &&
       (*(float *)(this + 0x1aa4) <= FatalFallSpeed && FatalFallSpeed != *(float *)(this + 0x1aa4)))
      && (this_00 != (CBaseEntity *)this)) &&
     ((this_00 != (CBaseEntity *)0x0 &&
      ((*(char **)(this_00 + 0x7c) == "point_deathfall_camera" ||
       (cVar3 = CBaseEntity::ClassMatchesComplex(this_00,"point_deathfall_camera"), cVar3 != '\0')))
      ))) {
    CBasePlayer::ClearZoomOwner((CBasePlayer *)this);
    CBasePlayer::SetFOV((CBasePlayer *)this,(CBaseEntity *)this,0,0.0,0);
    CBasePlayer::SetViewEntity((CBasePlayer *)this,(CBaseEntity *)0x0);
  }
  iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  cVar3 = IsASurvivorTeam(iVar4);
  if ((cVar3 != '\0') &&
     ((*(char **)(param_2 + 0x7c) == "prop_car_alarm" ||
      (cVar3 = CBaseEntity::ClassMatchesComplex(param_2,"prop_car_alarm"), cVar3 != '\0')))) {
    local_30[0] = 0;
    local_24 = 0xffffffff;
    local_20 = 0;
    (**(code **)(*(int *)param_2 + 0xb4))(param_2,"SurvivorStandingOnCar",this,this,local_30,0);
    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)