L L4D2node

CTerrorPlayer::IsFootstepAudible

0x004f2070 · 75 bytes · __cdecl

_ZNK13CTerrorPlayer17IsFootstepAudibleEfb

Decompiled

undefined (2 params)

/* CTerrorPlayer::IsFootstepAudible(float, bool) const */

undefined4 CTerrorPlayer::IsFootstepAudible(float param_1,bool param_2)

{
  char cVar1;
  int iVar2;
  
  cVar1 = (**(code **)(*(int *)param_1 + 0x558))(param_1);
  if ((cVar1 == '\0') &&
     ((iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1), iVar2 != 3 ||
      (iVar2 = (**(code **)(*(int *)param_1 + 0x544))(param_1), iVar2 != 3)))) {
    return 1;
  }
  return 0;
}

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)