L L4D2node

CTerrorPlayer::OnFootstep

0x009c8680 · 548 bytes · __thiscall

_ZN13CTerrorPlayer10OnFootstepERK6Vectorbb

Decompiled

undefined (4 params)

/* CTerrorPlayer::OnFootstep(Vector const&, bool, bool) */

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

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  float fVar4;
  char cVar5;
  int iVar6;
  longdouble lVar7;
  CTerrorPlayer *local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  iVar6 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (iVar6 == 3) {
    iVar6 = (**(code **)(*(int *)this + 0x544))(this);
    if (iVar6 == 8) {
      lVar7 = (longdouble)CountdownTimer::Now();
      if (*(float *)(this + 0x3f74) <= (float)lVar7) {
        cVar5 = (**(code **)(*(int *)this + 0x5c8))(this);
        if (cVar5 != '\0') {
          local_30 = 0;
          local_2c = 0;
          local_28 = 0;
          local_24 = 0;
          local_20 = 0;
          local_34 = this;
                    /* try { // try from 009c8771 to 009c88ad has its CatchHandler @ 009c88c0 */
          CUtlVector<CBasePlayer*,CUtlMemory<CBasePlayer*,int>>::InsertBefore
                    ((CUtlVector<CBasePlayer*,CUtlMemory<CBasePlayer*,int>> *)&local_30,0,
                     (CBasePlayer **)&local_34);
          uVar1 = *(undefined4 *)(ZombieTankFootstepShakeRadius._28_4_ + 0x2c);
          uVar2 = *(undefined4 *)(ZombieTankFootstepShakeDuration._28_4_ + 0x2c);
          uVar3 = *(undefined4 *)(ZombieTankFootstepShakeAmplitude._28_4_ + 0x2c);
          if (((byte)this[0x14d] & 8) != 0) {
            CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
          }
          UTIL_ScreenShake(this + 0x2e0,uVar3,0x43160000,uVar2,uVar1,0,0,&local_30);
          fVar4 = *(float *)(ZombieTankFootstepShakeInterval._28_4_ + 0x2c);
          lVar7 = (longdouble)CountdownTimer::Now();
          if ((float)lVar7 + fVar4 != *(float *)(this + 0x3f74)) {
            (**(code **)(*(int *)(this + 0x3f6c) + 4))(this + 0x3f6c,this + 0x3f74);
            *(float *)(this + 0x3f74) = (float)lVar7 + fVar4;
          }
          if (fVar4 != *(float *)(this + 0x3f70)) {
            (**(code **)(*(int *)(this + 0x3f6c) + 4))(this + 0x3f6c,this + 0x3f70);
            *(float *)(this + 0x3f70) = fVar4;
          }
          local_24 = 0;
          CUtlMemory<CBasePlayer*,int>::Purge((CUtlMemory<CBasePlayer*,int> *)&local_30);
          local_20 = local_30;
          CUtlMemory<CBasePlayer*,int>::Purge((CUtlMemory<CBasePlayer*,int> *)&local_30);
        }
      }
    }
  }
  if (!param_3) {
    cVar5 = (**(code **)(*(int *)this + 0x5c8))(this);
    if (cVar5 == '\0') {
      return;
    }
  }
  (**(code **)(*(int *)this + 0x850))(this,*(undefined4 *)(ZombieNoiseLevelFootstep._28_4_ + 0x2c));
  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)