L L4D2node

JockeyAssault::OnShoved

0x00aa3ff0 · 329 bytes · __cdecl

_ZN13JockeyAssault8OnShovedEP6JockeyP11CBaseEntity

Decompiled

undefined (2 params)

/* JockeyAssault::OnShoved(Jockey*, CBaseEntity*) */

Jockey * JockeyAssault::OnShoved(Jockey *param_1,CBaseEntity *param_2)

{
  uint uVar1;
  code *pcVar2;
  char cVar3;
  undefined *puVar4;
  int *piVar5;
  undefined4 uVar6;
  int in_stack_0000000c;
  int *in_stack_00000010;
  
  if (in_stack_00000010 != (int *)0x0) {
    cVar3 = (**(code **)(*in_stack_00000010 + 0x16c))();
    if (cVar3 != '\0') {
      uVar1 = *(uint *)(param_2 + 0x3c);
      if ((((uVar1 != 0xffffffff) &&
           (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
          (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
         (piVar5 = *(int **)(puVar4 + 4), piVar5 != (int *)0x0)) {
        cVar3 = (**(code **)(*piVar5 + 0x804))(piVar5);
        if (cVar3 != '\0') {
          piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                    (gameeventmanager,"jockey_punched",0,0);
          if (piVar5 != (int *)0x0) {
            pcVar2 = *(code **)(*piVar5 + 0x30);
            uVar6 = (**(code **)(*engine + 0x40))(engine,in_stack_00000010[0xc]);
            (*pcVar2)(piVar5,"userid",uVar6);
            pcVar2 = *(code **)(*piVar5 + 0x30);
            uVar6 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(in_stack_0000000c + 0x30));
            (*pcVar2)(piVar5,"jockeyuserid",uVar6);
            (**(code **)(*piVar5 + 0x2c))(piVar5,"islunging",0);
            (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar5,0);
          }
        }
      }
    }
  }
  *(undefined4 *)param_1 = 4;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 1;
  return param_1;
}

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)