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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.