CTerrorPlayer::AreFootstepsAudible
0x004f1ff0 · 109 bytes · __thiscall
_ZNK13CTerrorPlayer19AreFootstepsAudibleEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::AreFootstepsAudible() const */
uint __thiscall CTerrorPlayer::AreFootstepsAudible(CTerrorPlayer *this)
{
uint uVar1;
int iVar2;
uVar1 = (**(code **)(*(int *)this + 0x558))(this);
if ((char)uVar1 == '\0') {
if (((*(uint *)(this + 0x150) & 0x40) == 0) &&
(((*(uint *)(this + 0x150) & 0x20) == 0 ||
((iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar2 == 3 &&
(iVar2 = (**(code **)(*(int *)this + 0x544))(this), iVar2 == 6)))))) {
uVar1 = (**(code **)(*(int *)this + 0x558))(this);
uVar1 = uVar1 ^ 1;
}
return uVar1;
}
return 0;
}
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.