L L4D2node

TankLocomotion::IsOnGround

0x00af1d50 · 88 bytes · __thiscall

_ZNK14TankLocomotion10IsOnGroundEv

Decompiled

undefined (1 param)

/* TankLocomotion::IsOnGround() const */

undefined4 __thiscall TankLocomotion::IsOnGround(TankLocomotion *this)

{
  char cVar1;
  int *piVar2;
  CTerrorPlayer *pCVar3;
  undefined4 uVar4;
  
  piVar2 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
  pCVar3 = (CTerrorPlayer *)(**(code **)(*piVar2 + 0xb4))(piVar2);
  uVar4 = CMultiPlayerAnimState::GetMainActivity(*(CMultiPlayerAnimState **)(pCVar3 + 0x2910));
  cVar1 = CTerrorPlayer::IsMotionControlledZ(pCVar3,uVar4);
  if (cVar1 != '\0') {
    return 0;
  }
  uVar4 = PlayerLocomotion::IsOnGround((PlayerLocomotion *)this);
  return uVar4;
}

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)