L L4D2node

UTIL_DropToFloor

0x00b291f0 · 435 bytes · __cdecl

_Z16UTIL_DropToFloorP11CBaseEntityjS0_

Decompiled

undefined (3 params)

/* UTIL_DropToFloor(CBaseEntity*, unsigned int, CBaseEntity*) */

undefined4 UTIL_DropToFloor(CBaseEntity *param_1,uint param_2,CBaseEntity *param_3)

{
  Vector *pVVar1;
  int iVar2;
  undefined4 local_7c;
  undefined4 local_78;
  float local_74;
  CGameTrace local_70 [12];
  Vector local_64 [32];
  float local_44;
  char local_3a;
  CBaseEntity *local_24;
  
  pVVar1 = (Vector *)(param_1 + 0x2e0);
  CBaseEntity::SetGroundEntity(param_1,(CBaseEntity *)0x0);
  iVar2 = *(int *)(param_1 + 0x234);
  if ((((byte)param_1[0x14d] & 8) != 0) &&
     (CBaseEntity::CalcAbsolutePosition(param_1), ((byte)param_1[0x14d] & 8) != 0)) {
    CBaseEntity::CalcAbsolutePosition(param_1);
  }
  UTIL_TraceEntity(param_1,pVVar1,pVVar1,param_2,(IHandleEntity *)param_3,iVar2,local_70);
  if (local_44 != 0.0) {
    iVar2 = *(int *)(param_1 + 0x234);
    if (((byte)param_1[0x14d] & 8) == 0) {
      local_7c = *(undefined4 *)(param_1 + 0x2e0);
      local_78 = *(undefined4 *)(param_1 + 0x2e4);
      local_74 = *(float *)(param_1 + 0x2e8) - 256.0;
    }
    else {
      CBaseEntity::CalcAbsolutePosition(param_1);
      local_7c = *(undefined4 *)(param_1 + 0x2e0);
      local_78 = *(undefined4 *)(param_1 + 0x2e4);
      local_74 = *(float *)(param_1 + 0x2e8) - 256.0;
      if ((*(uint *)(param_1 + 0x14c) & 0x800) != 0) {
        CBaseEntity::CalcAbsolutePosition(param_1);
      }
    }
    UTIL_TraceEntity(param_1,pVVar1,(Vector *)&local_7c,param_2,(IHandleEntity *)param_3,iVar2,
                     local_70);
    if (local_3a == '\0') {
      if (local_44 == 1.0) {
        return 0;
      }
      CBaseEntity::SetAbsOrigin(param_1,local_64);
      CBaseEntity::SetGroundEntity(param_1,local_24);
      return 1;
    }
  }
  return 0xffffffff;
}

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)