L L4D2node

CTerrorPlayer::GetFootstepSound

0x004f1dc0 · 513 bytes · __cdecl

_ZNK13CTerrorPlayer16GetFootstepSoundEPKcbfb

Decompiled

undefined (4 params)

/* CTerrorPlayer::GetFootstepSound(char const*, bool, float, bool) const */

undefined1 * CTerrorPlayer::GetFootstepSound(char *param_1,bool param_2,float param_3,bool param_4)

{
  char *pcVar1;
  int iVar2;
  undefined3 in_stack_00000009;
  
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
  if ((iVar2 == 3) && (iVar2 = (**(code **)(*(int *)param_1 + 0x544))(param_1), iVar2 == 3)) {
    return &DAT_00d539c2;
  }
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
  if ((iVar2 == 3) && (iVar2 = (**(code **)(*(int *)param_1 + 0x544))(param_1), iVar2 == 8)) {
    V_snprintf(GetFootstepSound(char_const*,bool,float,bool)::s_footstepSound,0x40,"Tank.%s",
               _param_2);
    return GetFootstepSound(char_const*,bool,float,bool)::s_footstepSound;
  }
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
  if ((iVar2 == 3) && (iVar2 = (**(code **)(*(int *)param_1 + 0x544))(param_1), iVar2 == 2)) {
    V_snprintf(GetFootstepSound(char_const*,bool,float,bool)::s_footstepSound,0x40,"Boomer.%s",
               _param_2);
    return GetFootstepSound(char_const*,bool,float,bool)::s_footstepSound;
  }
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
  if ((iVar2 == 3) && (iVar2 = (**(code **)(*(int *)param_1 + 0x544))(param_1), iVar2 == 5)) {
    V_snprintf(GetFootstepSound(char_const*,bool,float,bool)::s_footstepSound,0x40,"Jockey.%s",
               _param_2);
    return GetFootstepSound(char_const*,bool,float,bool)::s_footstepSound;
  }
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
  if ((iVar2 == 3) && (iVar2 = (**(code **)(*(int *)param_1 + 0x544))(param_1), iVar2 == 6)) {
    pcVar1 = "Clown.Default.RunRight";
    if (SUB41(param_3,0) == '\0') {
      pcVar1 = "Clown.Default.RunLeft";
    }
    V_snprintf(GetFootstepSound(char_const*,bool,float,bool)::s_footstepSound,0x40,
               "Charger.Default.%s",pcVar1 + 0xe);
    return GetFootstepSound(char_const*,bool,float,bool)::s_footstepSound;
  }
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
  if (iVar2 == 3) {
    V_snprintf(GetFootstepSound(char_const*,bool,float,bool)::s_footstepSound,0x40,"Infected.%s",
               _param_2);
  }
  else {
    V_snprintf(GetFootstepSound(char_const*,bool,float,bool)::s_footstepSound,0x40,"Survivor.%s",
               _param_2);
  }
  return GetFootstepSound(char_const*,bool,float,bool)::s_footstepSound;
}

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)