L L4D2node

CBasePlayer::SetStepSoundTime

0x00416ab0 · 165 bytes · __thiscall

_ZN11CBasePlayer16SetStepSoundTimeE16stepsoundtimes_tb

Decompiled

undefined (3 params)

/* CBasePlayer::SetStepSoundTime(stepsoundtimes_t, bool) */

void __thiscall CBasePlayer::SetStepSoundTime(CBasePlayer *this,int param_2,char param_3)

{
  CBasePlayer CVar1;
  undefined4 uVar2;
  
  if (param_2 == 1) {
    *(undefined4 *)(this + 0x1ff0) = 0x43af0000;
  }
  else if (param_2 < 2) {
    if (param_2 == 0) {
joined_r0x00416aff:
      uVar2 = 0x43960000;
      if (param_3 != '\0') {
        uVar2 = 0x43c80000;
      }
      CVar1 = this[0x150];
      *(undefined4 *)(this + 0x1ff0) = uVar2;
      goto joined_r0x00416add;
    }
  }
  else if (param_2 == 2) {
    *(undefined4 *)(this + 0x1ff0) = 0x44160000;
  }
  else if (param_2 == 3) goto joined_r0x00416aff;
  CVar1 = this[0x150];
joined_r0x00416add:
  if ((((byte)CVar1 & 2) == 0) && (this[0x186] != (CBasePlayer)0x9)) {
    return;
  }
  *(float *)(this + 0x1ff0) = *(float *)(this + 0x1ff0) + 100.0;
  return;
}

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)