L L4D2node

ZombieBotLocomotion::Jump

0x00a51420 · 208 bytes · __thiscall

_ZN19ZombieBotLocomotion4JumpEv

Decompiled

undefined (1 param)

/* ZombieBotLocomotion::Jump() */

void __thiscall ZombieBotLocomotion::Jump(ZombieBotLocomotion *this)

{
  float fVar1;
  code *pcVar2;
  char cVar3;
  int *piVar4;
  undefined4 uVar5;
  longdouble lVar6;
  
  cVar3 = (**(code **)(*(int *)this + 0xf8))(this);
  if (cVar3 == '\0') {
    return;
  }
  piVar4 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
  piVar4 = (int *)(**(code **)(*piVar4 + 0xc4))(piVar4);
  if ((piVar4 != (int *)0x0) &&
     (cVar3 = (**(code **)(*piVar4 + 0xd8))(piVar4,0x292,0), cVar3 == '\0')) {
    return;
  }
  fVar1 = *(float *)(NextBotGravity._28_4_ + 0x2c);
  lVar6 = (longdouble)(**(code **)(*(int *)this + 0x134))(this);
  this[0xc0] = (ZombieBotLocomotion)0x1;
  this[0xd4] = (ZombieBotLocomotion)0x0;
  *(float *)(this + 0x74) = SQRT((fVar1 + fVar1) * (float)lVar6);
  piVar4 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
  pcVar2 = *(code **)(*piVar4 + 0x14);
  uVar5 = CBaseEntity::GetGroundEntity(*(CBaseEntity **)(this + 0x78));
  (*pcVar2)(piVar4,uVar5);
  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)