L L4D2node

ZombieBotLocomotion::JumpAcrossGap

0x00a51050 · 470 bytes · __cdecl

_ZN19ZombieBotLocomotion13JumpAcrossGapERK6VectorS2_

Decompiled

undefined (2 params)

/* ZombieBotLocomotion::JumpAcrossGap(Vector const&, Vector const&) */

void ZombieBotLocomotion::JumpAcrossGap(Vector *param_1,Vector *param_2)

{
  float fVar1;
  float fVar2;
  float fVar3;
  code *pcVar4;
  char cVar5;
  int *piVar6;
  float *pfVar7;
  undefined4 uVar8;
  longdouble lVar9;
  float fVar10;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  cVar5 = (**(code **)(*(int *)param_1 + 0xf8))(param_1);
  if (cVar5 == '\0') {
    return;
  }
  piVar6 = (int *)(**(code **)(*(int *)param_1 + 0xb0))(param_1);
  piVar6 = (int *)(**(code **)(*piVar6 + 0xc4))(piVar6);
  if ((piVar6 != (int *)0x0) &&
     (cVar5 = (**(code **)(*piVar6 + 0xd8))(piVar6,0x295,0), cVar5 == '\0')) {
    return;
  }
  pfVar7 = (float *)(**(code **)(*(int *)param_1 + 300))(param_1);
  fVar1 = *(float *)(param_2 + 8);
  local_34 = *(float *)param_2 - *pfVar7;
  fVar2 = pfVar7[2];
  local_30 = *(float *)(param_2 + 4) - pfVar7[1];
  local_2c = 0.0;
  lVar9 = (longdouble)VectorNormalize((Vector *)&local_34);
  fVar3 = (float)lVar9;
  fVar10 = fVar3 * 0.9;
  if (fVar1 - fVar2 <= fVar3 * 0.9) {
    fVar10 = fVar1 - fVar2;
  }
  fVar1 = (fVar3 * 1.4142271) /
          SQRT(((fVar3 - fVar10) + (fVar3 - fVar10)) / *(float *)(NextBotGravity._28_4_ + 0x2c));
  local_28 = local_34;
  local_24 = local_30;
  local_20 = local_2c + 1.0;
  VectorNormalize((Vector *)&local_28);
  param_1[0xc0] = (Vector)0x1;
  param_1[0xc1] = (Vector)0x1;
  param_1[0xd4] = (Vector)0x0;
  *(float *)(param_1 + 0x74) = local_20 * fVar1;
  uVar8 = vec3_origin;
  *(float *)(param_1 + 0x70) = local_24 * fVar1;
  *(undefined4 *)(param_1 + 0x94) = uVar8;
  uVar8 = DAT_01053d4c;
  *(float *)(param_1 + 0x6c) = fVar1 * local_28;
  *(undefined4 *)(param_1 + 0x98) = uVar8;
  *(undefined4 *)(param_1 + 0x9c) = DAT_01053d50;
  piVar6 = (int *)(**(code **)(*(int *)param_1 + 0xb0))(param_1);
  pcVar4 = *(code **)(*piVar6 + 0x14);
  uVar8 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(param_1 + 0x78));
  (*pcVar4)(piVar6,uVar8);
  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)