L L4D2node

CTerrorPlayer::ImpulseCommands

0x009ddf10 · 144 bytes · __thiscall

_ZN13CTerrorPlayer15ImpulseCommandsEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::ImpulseCommands() */

void __thiscall CTerrorPlayer::ImpulseCommands(CTerrorPlayer *this)

{
  char cVar1;
  int iVar2;
  
  cVar1 = (**(code **)(*(int *)this + 0x558))(this);
  if (cVar1 == '\0') {
    if (*(int *)(this + 0x2020) != 100) {
      CBasePlayer::ImpulseCommands((CBasePlayer *)this);
      return;
    }
  }
  else if (*(int *)(this + 0x2020) != 100) {
    *(undefined4 *)(this + 0x2020) = 0;
    return;
  }
  iVar2 = (**(code **)(*(int *)this + 0x5f4))(this);
  if (iVar2 != 0) {
    (**(code **)(*(int *)this + 0x5fc))();
    *(undefined4 *)(this + 0x2020) = 0;
    return;
  }
  (**(code **)(*(int *)this + 0x5f8))(this,1);
  *(undefined4 *)(this + 0x2020) = 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)