L L4D2node

CTerrorPlayer::NotifyTongueIsStraining

0x00844d00 · 207 bytes · __thiscall

_ZN13CTerrorPlayer23NotifyTongueIsStrainingEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::NotifyTongueIsStraining() */

void __thiscall CTerrorPlayer::NotifyTongueIsStraining(CTerrorPlayer *this)

{
  uint uVar1;
  int *piVar2;
  code *pcVar3;
  undefined *puVar4;
  CAI_Concept local_24 [20];
  
  if (this[0x33fd] == (CTerrorPlayer)0x0) {
    uVar1 = *(uint *)(this + 0x33c0);
    if ((((uVar1 != 0xffffffff) &&
         (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
       (piVar2 = *(int **)(puVar4 + 4), piVar2 != (int *)0x0)) {
      pcVar3 = *(code **)(*piVar2 + 0x7b4);
      CAI_Concept::CAI_Concept(local_24,"PlayerTongueResist");
      (*pcVar3)(piVar2,local_24,1,0,0,0,0);
    }
    CBaseEntity::EmitSound((CBaseEntity *)this,"SmokerZombie.TongueStrain",0.0,(float *)0x0);
    this[0x33fd] = (CTerrorPlayer)0x1;
  }
  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)