L L4D2node

ZombieBotLocomotion::DidJustJump

0x00a55080 · 70 bytes · __thiscall

_ZNK19ZombieBotLocomotion11DidJustJumpEv

Decompiled

undefined (1 param)

/* ZombieBotLocomotion::DidJustJump() const */

bool __thiscall ZombieBotLocomotion::DidJustJump(ZombieBotLocomotion *this)

{
  CBaseEntity *this_00;
  char cVar1;
  bool bVar2;
  
  cVar1 = (**(code **)(*(int *)this + 200))(this);
  bVar2 = false;
  if (cVar1 != '\0') {
    this_00 = *(CBaseEntity **)(this + 0x78);
    if (((byte)this_00[0x14d] & 0x10) != 0) {
      CBaseEntity::CalcAbsoluteVelocity(this_00);
    }
    bVar2 = 0.0 < *(float *)(this_00 + 0x27c);
  }
  return bVar2;
}

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)