L L4D2node

CBasePlayer::SetSuitUpdate

0x007aea30 · 447 bytes · __thiscall

_ZN11CBasePlayer13SetSuitUpdateEPcii

Decompiled

undefined (4 params)

/* CBasePlayer::SetSuitUpdate(char*, int, int) */

void __thiscall CBasePlayer::SetSuitUpdate(CBasePlayer *this,char *param_1,int param_2,int param_3)

{
  float fVar1;
  int iVar2;
  char cVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  
  if ((this[0x1ac9] != (CBasePlayer)0x0) &&
     (cVar3 = (**(code **)(*g_pGameRules + 0x88))(g_pGameRules), cVar3 == '\0')) {
    if (param_1 == (char *)0x0) {
      *(undefined4 *)(this + 0x1e24) = 0;
      *(undefined4 *)(this + 0x1e28) = 0;
      *(undefined4 *)(this + 0x1e2c) = 0;
      *(undefined4 *)(this + 0x1e30) = 0;
    }
    else {
      if (param_2 == 0) {
        iVar4 = SENTENCEG_Lookup(param_1);
        if (iVar4 < 0) {
          return;
        }
      }
      else {
        iVar4 = SENTENCEG_GetIndex(param_1);
        iVar4 = -iVar4;
      }
      iVar5 = -1;
      iVar6 = 0;
      do {
        if (*(int *)(this + iVar6 * 4 + 0x1e38) == iVar4) {
          if (*(float *)(gpGlobals + 0xc) < *(float *)(this + iVar6 * 4 + 0x1eb8) ||
              *(float *)(gpGlobals + 0xc) == *(float *)(this + iVar6 * 4 + 0x1eb8)) {
            return;
          }
          *(undefined4 *)(this + iVar6 * 4 + 0x1e38) = 0;
          *(undefined4 *)(this + iVar6 * 4 + 0x1eb8) = 0;
          iVar5 = iVar6;
          break;
        }
        if (*(int *)(this + iVar6 * 4 + 0x1e38) == 0) {
          iVar5 = iVar6;
        }
        iVar6 = iVar6 + 1;
      } while (iVar6 != 0x20);
      iVar6 = gpGlobals;
      if (param_3 != 0) {
        if (iVar5 == -1) {
          iVar5 = (**(code **)(*random_valve + 8))(random_valve,0,0x1f);
        }
        iVar6 = gpGlobals;
        *(int *)(this + iVar5 * 4 + 0x1e38) = iVar4;
        *(float *)(this + iVar5 * 4 + 0x1eb8) = (float)param_3 + *(float *)(iVar6 + 0xc);
      }
      iVar2 = *(int *)(this + 0x1e34);
      iVar5 = iVar2 + 1;
      *(int *)(this + 0x1e34) = iVar5;
      *(int *)(this + iVar2 * 4 + 0x1e24) = iVar4;
      if (iVar5 == 4) {
        *(undefined4 *)(this + 0x1e34) = 0;
      }
      fVar1 = *(float *)(iVar6 + 0xc);
      if (*(float *)(this + 0x1e20) <= fVar1) {
        if (*(float *)(this + 0x1e20) == 0.0) {
          *(float *)(this + 0x1e20) = fVar1 + 0.1;
        }
        else {
          *(float *)(this + 0x1e20) = fVar1 + 3.5;
        }
      }
    }
  }
  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)