L L4D2node

CTerrorPlayer::OnKnockedDown

0x009ae4e0 · 287 bytes · __thiscall

_ZN13CTerrorPlayer13OnKnockedDownENS_19KnockdownReasonTypeE

Decompiled

undefined (2 params)

/* CTerrorPlayer::OnKnockedDown(CTerrorPlayer::KnockdownReasonType) */

void __thiscall CTerrorPlayer::OnKnockedDown(CTerrorPlayer *this,uint param_2)

{
  CBaseEdict *this_00;
  int iVar1;
  longdouble lVar2;
  
  lVar2 = (longdouble)IntervalTimer::Now();
  if ((float)lVar2 != *(float *)(this + 0x3f30)) {
    (**(code **)(*(int *)(this + 0x3f2c) + 4))(this + 0x3f2c,this + 0x3f30);
    *(float *)(this + 0x3f30) = (float)lVar2;
  }
  if (*(uint *)(this + 0x3f28) != param_2) {
    if (this[0x6c] == (CTerrorPlayer)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
    }
    *(uint *)(this + 0x3f28) = param_2;
  }
  CBasePlayer::ClearUseEntity((CBasePlayer *)this);
  SetPushEntity(this,(CBaseEntity *)0x0);
  if (param_2 == 2) {
    (**(code **)(*(int *)this + 0x7fc))(this,0x60,0);
  }
  else if ((param_2 & 0xfffffffd) == 1) goto joined_r0x009ae5d1;
  CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&vec3_origin);
joined_r0x009ae5d1:
  if (param_2 - 2 < 2) {
    CBasePlayer::SetPunchAngle
              ((CBasePlayer *)this,2,*(float *)(SurvivorKnockdownRoll._28_4_ + 0x2c));
    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)