L L4D2node

CTerrorPlayer::OnLungedInto

0x009ba650 · 144 bytes · __thiscall

_ZN13CTerrorPlayer12OnLungedIntoEPS_

Decompiled

undefined (2 params)

/* CTerrorPlayer::OnLungedInto(CTerrorPlayer*) */

void __thiscall CTerrorPlayer::OnLungedInto(CTerrorPlayer *this,CTerrorPlayer *param_1)

{
  int iVar1;
  char cVar2;
  int iVar3;
  undefined4 *puVar4;
  
  iVar1 = *(int *)(ZombieLungePush._28_4_ + 0x30);
  if (param_1 != (CTerrorPlayer *)0x0) {
    iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
    cVar2 = IsASurvivorTeam(iVar3);
    if ((cVar2 != '\0') && (this[0x3e78] != (CTerrorPlayer)0x0)) {
      *(float *)(param_1 + 0x3ed8) =
           *(float *)(ZombiePounceDelay._28_4_ + 0x2c) + *(float *)(gpGlobals + 0xc);
      puVar4 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
      *(undefined4 *)(param_1 + 0x3ed4) = *puVar4;
      return;
    }
  }
  OnShovedByLunge(param_1,this,iVar1 != 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)