L L4D2node

CTerrorPlayer::OnAutoCrouch

0x004f3940 · 84 bytes · __thiscall

_ZN13CTerrorPlayer12OnAutoCrouchEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::OnAutoCrouch() */

void __thiscall CTerrorPlayer::OnAutoCrouch(CTerrorPlayer *this)

{
  longdouble lVar1;
  
  lVar1 = (longdouble)IntervalTimer::Now();
  if ((float)lVar1 != *(float *)(this + 0x2f0c)) {
    (**(code **)(*(int *)(this + 0x2f08) + 4))(this + 0x2f08,this + 0x2f0c);
    *(float *)(this + 0x2f0c) = (float)lVar1;
  }
  return;
}

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)