L L4D2node

CDirector::UpdateTempHealthDecayRate

0x00879510 · 141 bytes · __thiscall

_ZN9CDirector25UpdateTempHealthDecayRateEv

Decompiled

undefined (1 param)

/* CDirector::UpdateTempHealthDecayRate() */

void __thiscall CDirector::UpdateTempHealthDecayRate(CDirector *this)

{
  float fVar1;
  longdouble lVar2;
  SetHealthBufferFunc local_15;
  ConVarRef local_14 [12];
  
  fVar1 = *(float *)(PainPillsDecayRate._28_4_ + 0x2c);
  lVar2 = (longdouble)GetScriptValue(this,"TempHealthDecayRate",fVar1);
  if ((float)lVar2 != fVar1) {
    ForEachTerrorPlayer<SetHealthBufferFunc>(&local_15);
    ConVar::SetValue(2.3052324e-38);
    ConVarRef::ConVarRef(local_14,(IConVar *)(PainPillsDecayRate + 0x18));
    CTerrorGameRules::SaveConvar(g_pGameRules,local_14);
  }
  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)