L L4D2node

CTerrorPlayer::ScriptStaggerPlayer

0x009af300 · 98 bytes · __cdecl

_ZN13CTerrorPlayer19ScriptStaggerPlayerE6Vector

Decompiled

undefined (1 param)

/* CTerrorPlayer::ScriptStaggerPlayer(Vector) */

void CTerrorPlayer::ScriptStaggerPlayer
               (CTerrorPlayer *param_1,float param_2,float param_3,float param_4)

{
  if (((vec3_origin == param_2) && (DAT_01053d4c == param_3)) && (DAT_01053d50 == param_4)) {
    OnStaggered(param_1,(CBaseEntity *)param_1,(Vector *)0x0);
    return;
  }
  OnStaggered(param_1,(CBaseEntity *)0x0,(Vector *)&param_2);
  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)