L L4D2node

CTerrorPlayer::OnSlammedSurvivor

0x009b0e50 · 766 bytes · __thiscall

_ZN13CTerrorPlayer17OnSlammedSurvivorEPS_bb

Decompiled

undefined (4 params)

/* CTerrorPlayer::OnSlammedSurvivor(CTerrorPlayer*, bool, bool) */

void __thiscall
CTerrorPlayer::OnSlammedSurvivor
          (CTerrorPlayer *this,CTerrorPlayer *param_1,bool param_2,bool param_3)

{
  int iVar1;
  float fVar2;
  float local_94;
  float local_90;
  float local_8c;
  float local_88;
  float local_84;
  float local_80;
  CTakeDamageInfo local_7c [12];
  undefined4 local_70;
  undefined4 local_6c;
  undefined4 local_68;
  uint local_34;
  
  CBaseEntity::EmitSound((CBaseEntity *)this,"ChargerZombie.ImpactHard",0.0,(float *)0x0);
  iVar1 = GetDifficulty();
  fVar2 = 15.0;
  if ((iVar1 != 2) && (fVar2 = 20.0, iVar1 != 3)) {
    fVar2 = 10.0;
  }
  CTakeDamageInfo::CTakeDamageInfo(local_7c,(CBaseEntity *)this,(CBaseEntity *)this,fVar2,0x80,0);
  if (((byte)param_1[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
  }
  local_70 = *(undefined4 *)(param_1 + 0x2e0);
  local_6c = *(undefined4 *)(param_1 + 0x2e4);
  local_68 = *(undefined4 *)(param_1 + 0x2e8);
  if (param_3) {
    local_34 = local_34 | 0x8000;
  }
  CBaseEntity::TakeDamage((CBaseEntity *)param_1,local_7c);
  if (param_2) {
    (**(code **)(*(int *)param_1 + 0x7fc))(param_1,0x50);
    (**(code **)(*(int *)this + 0x24c))(this,&local_94,0,0);
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    local_88 = local_94 * 12.0 + *(float *)(this + 0x2e0);
    local_84 = local_90 * 12.0 + *(float *)(this + 0x2e4);
    local_80 = local_8c * 12.0 + *(float *)(this + 0x2e8);
    OnStunned(this,0.0);
    OnStaggered(this,(CBaseEntity *)0x0,(Vector *)&local_88);
    Vocalize(this,"ChargerZombie.Stagger",0.0,0.0);
    QueuePummelVictim(this,param_1,0.75);
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    UTIL_ScreenShake(this + 0x2e0,0x40a00000,0x43160000,0x3fc00000,0x42f00000,0,0,0);
    return;
  }
  (**(code **)(*(int *)param_1 + 0x7fc))(param_1,0x51,0);
  (**(code **)(*(int *)this + 0x7fc))(this,0x4b,0);
  OnStunned(this,1.0);
  QueuePummelVictim(this,param_1,1.0);
  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)