L L4D2node

CTerrorPlayer::UpdateAirMovementResponsibility

0x009fe240 · 523 bytes · __thiscall

_ZN13CTerrorPlayer31UpdateAirMovementResponsibilityEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::UpdateAirMovementResponsibility() */

void __thiscall CTerrorPlayer::UpdateAirMovementResponsibility(CTerrorPlayer *this)

{
  undefined4 uVar1;
  undefined4 uVar2;
  float fVar3;
  CTerrorPlayer CVar4;
  float fVar5;
  uint uVar6;
  code *pcVar7;
  char cVar8;
  int iVar9;
  undefined *puVar10;
  int *piVar11;
  undefined4 uVar12;
  CBaseCombatCharacter *pCVar13;
  longdouble lVar14;
  
  if ((this[0x3f48] == (CTerrorPlayer)0x0) ||
     (iVar9 = CBaseEntity::GetGroundEntity((CBaseEntity *)this), iVar9 == 0)) {
    iVar9 = CBaseEntity::GetGroundEntity((CBaseEntity *)this);
    if (((iVar9 != 0) && (0.0 < *(float *)(this + 0x32a4))) &&
       (lVar14 = (longdouble)CountdownTimer::Now(), *(float *)(this + 0x32a4) <= (float)lVar14)) {
      SetResponsibleForAirMovement(this,(CBaseCombatCharacter *)0x0);
    }
    CVar4 = this[0x14d];
  }
  else {
    uVar6 = *(uint *)(this + 0x32a8);
    pCVar13 = (CBaseCombatCharacter *)0x0;
    if ((uVar6 != 0xffffffff) &&
       ((puVar10 = g_pEntityList + (uVar6 & 0xfff) * 0x10, puVar10 != (undefined *)0xfffffffc &&
        (*(uint *)(puVar10 + 8) == uVar6 >> 0xc)))) {
      pCVar13 = *(CBaseCombatCharacter **)(puVar10 + 4);
    }
    SetResponsibleForAirMovement(this,pCVar13);
    CVar4 = this[0x14d];
  }
  if (((byte)CVar4 & 0x10) != 0) {
    CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)this);
  }
  uVar1 = *(undefined4 *)(this + 0x274);
  uVar2 = *(undefined4 *)(this + 0x278);
  fVar3 = *(float *)(this + 0x27c);
  fVar5 = *(float *)(this + 0x3f44);
  cVar8 = (**(code **)(*(int *)this + 300))(this);
  if ((((cVar8 != '\0') && (iVar9 = CBaseEntity::GetGroundEntity((CBaseEntity *)this), iVar9 == 0))
      && ((0.0 <= fVar5 && ((fVar3 <= 0.0 && (this[0x39f1] == (CTerrorPlayer)0x0)))))) &&
     (piVar11 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                 (gameeventmanager,"player_jump_apex",0,0), piVar11 != (int *)0x0))
  {
    pcVar7 = *(code **)(*piVar11 + 0x30);
    uVar12 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
    (*pcVar7)(piVar11,"userid",uVar12);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar11,0);
  }
  *(undefined4 *)(this + 0x3f3c) = uVar1;
  *(undefined4 *)(this + 0x3f40) = uVar2;
  *(float *)(this + 0x3f44) = fVar3;
  iVar9 = CBaseEntity::GetGroundEntity((CBaseEntity *)this);
  this[0x3f48] = (CTerrorPlayer)(iVar9 == 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)