CTerrorPlayer::GetMusicIntensity
0x004f0660 · 128 bytes · __thiscall
_ZNK13CTerrorPlayer17GetMusicIntensityEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::GetMusicIntensity() const */
longdouble __thiscall CTerrorPlayer::GetMusicIntensity(CTerrorPlayer *this)
{
char cVar1;
int iVar2;
uint uVar3;
uint uVar4;
uVar4 = *(uint *)(this + 12000);
cVar1 = (**(code **)(*(int *)this + 300))(this);
if ((cVar1 == '\0') || (iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar2 != 2)) {
uVar4 = 0;
}
if (this[0x39f1] != (CTerrorPlayer)0x0) {
uVar4 = 0x3f800000;
}
uVar3 = -(uint)(0.0 <= *(float *)(MusicIntensityOverride._28_4_ + 0x2c));
return (longdouble)
(float)(~uVar3 & uVar4 | (uint)*(float *)(MusicIntensityOverride._28_4_ + 0x2c) & uVar3);
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.