L L4D2node

CTerrorPlayer::InputTeleportToSurvivorPosition

0x009afb30 · 315 bytes · __thiscall

_ZN13CTerrorPlayer31InputTeleportToSurvivorPositionER11inputdata_t

Decompiled

undefined (2 params)

/* CTerrorPlayer::InputTeleportToSurvivorPosition(inputdata_t&) */

void __thiscall
CTerrorPlayer::InputTeleportToSurvivorPosition(CTerrorPlayer *this,inputdata_t *param_1)

{
  code *pcVar1;
  int iVar2;
  CSurvivorPosition *this_00;
  char *pcVar3;
  float fVar4;
  CAI_Concept local_24 [20];
  
  pcVar3 = "";
  if ((*(int *)(param_1 + 0x18) == 2) && (*(char **)(param_1 + 8) != (char *)0x0)) {
    pcVar3 = *(char **)(param_1 + 8);
  }
  iVar2 = CGlobalEntityList::FindEntityByName
                    ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar3,(CBaseEntity *)0x0,
                     (CBaseEntity *)0x0,(CBaseEntity *)0x0,(IEntityFindFilter *)0x0);
  if ((iVar2 != 0) &&
     (this_00 = (CSurvivorPosition *)
                __dynamic_cast(iVar2,&CBaseEntity::typeinfo,&CSurvivorPosition::typeinfo,0),
     this_00 != (CSurvivorPosition *)0x0)) {
    SetPlayerPositionEntity(this,this_00);
    iVar2 = CSurvivorPosition::GetSurvivorIntroSequence(this_00);
    if (iVar2 == 0) {
      iVar2 = CSurvivorPosition::GetSurvivorConcept(this_00);
      if (iVar2 != 0) {
        pcVar1 = *(code **)(*(int *)this + 0x7b4);
        pcVar3 = (char *)CSurvivorPosition::GetSurvivorConcept(this_00);
        CAI_Concept::CAI_Concept(local_24,pcVar3);
        (*pcVar1)(this,local_24,3,0,0,0,0);
      }
    }
    else {
      pcVar3 = (char *)CSurvivorPosition::GetSurvivorIntroSequence(this_00);
      fVar4 = (float)CBaseAnimating::LookupSequence((CBaseAnimating *)this,pcVar3);
      if (fVar4 != -NAN) {
        CTerrorPlayerAnimState::SetCustomSequence(*(int *)(this + 0x2910),fVar4);
      }
    }
  }
  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)