L L4D2node

CBasePlayer::RumbleEffect

0x007b1cd0 · 209 bytes · __thiscall

_ZN11CBasePlayer12RumbleEffectEhhh

Decompiled

undefined (4 params)

/* CBasePlayer::RumbleEffect(unsigned char, unsigned char, unsigned char) */

void __thiscall
CBasePlayer::RumbleEffect(CBasePlayer *this,uchar param_1,uchar param_2,uchar param_3)

{
  char cVar1;
  undefined **local_3c [11];
  
  cVar1 = (**(code **)(*(int *)this + 300))(this);
  if (cVar1 != '\0') {
    cVar1 = (**(code **)(*(int *)this + 0x778))(this);
    if (cVar1 == '\0') {
      cVar1 = (**(code **)(*engine + 0x1f8))(engine);
      if (cVar1 != '\0') {
        CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
        local_3c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
                    /* try { // try from 007b1d3f to 007b1d43 has its CatchHandler @ 007b1da2 */
        CRecipientFilter::AddRecipient((CRecipientFilter *)local_3c,this);
                    /* try { // try from 007b1d4a to 007b1d8a has its CatchHandler @ 007b1db7 */
        CRecipientFilter::MakeReliable((CRecipientFilter *)local_3c);
        UserMessageBegin((IRecipientFilter *)local_3c,"Rumble");
        MessageWriteByte((uint)param_1);
        MessageWriteByte((uint)param_2);
        MessageWriteByte((uint)param_3);
        MessageEnd();
        local_3c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
        CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
      }
    }
  }
  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)