L L4D2node

CMultiplayRules::PlayFootstepSounds

0x0046ee60 · 130 bytes · __thiscall

_ZN15CMultiplayRules18PlayFootstepSoundsEP11CBasePlayer

Decompiled

undefined (2 params)

/* CMultiplayRules::PlayFootstepSounds(CBasePlayer*) */

undefined4 __thiscall
CMultiplayRules::PlayFootstepSounds(CMultiplayRules *this,CBasePlayer *param_1)

{
  undefined4 uVar1;
  
  if (*(int *)(footsteps._28_4_ + 0x30) == 0) {
    return 0;
  }
  uVar1 = CBasePlayer::IsOnLadder(param_1);
  if ((char)uVar1 == '\0') {
    if (((byte)param_1[0x14d] & 0x10) != 0) {
      CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)param_1);
    }
    if (SQRT(*(float *)(param_1 + 0x274) * *(float *)(param_1 + 0x274) +
             *(float *)(param_1 + 0x278) * *(float *)(param_1 + 0x278)) <= 220.0) {
      return uVar1;
    }
  }
  return 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)