L L4D2node

CTerrorPlayer::GetScrimmageSphereRadius

0x004f4bd0 · 111 bytes · __thiscall

_ZNK13CTerrorPlayer24GetScrimmageSphereRadiusEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::GetScrimmageSphereRadius() const */

longdouble __thiscall CTerrorPlayer::GetScrimmageSphereRadius(CTerrorPlayer *this)

{
  float fVar1;
  float fVar2;
  
  if ((0.0 < *(float *)(this + 0x2c18)) &&
     (fVar1 = (*(float *)(gpGlobals + 0xc) - *(float *)(this + 0x2c18)) -
              *(float *)(ZombieScrimmageCreepDelay._28_4_ + 0x2c), 0.0 < fVar1)) {
    fVar2 = *(float *)(this + 0x2c10) - fVar1 * *(float *)(ZombieScrimmageCreepRate._28_4_ + 0x2c);
    fVar1 = 10.0;
    if (10.0 <= fVar2) {
      fVar1 = fVar2;
    }
    return (longdouble)fVar1;
  }
  return (longdouble)*(float *)(this + 0x2c10);
}

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)