L L4D2node

CPointScriptUseTarget::OnAdrenalineEnd

0x009021d0 · 172 bytes · __thiscall

_ZN21CPointScriptUseTarget15OnAdrenalineEndEv

Decompiled

undefined (1 param)

/* CPointScriptUseTarget::OnAdrenalineEnd() */

void __thiscall CPointScriptUseTarget::OnAdrenalineEnd(CPointScriptUseTarget *this)

{
  uint uVar1;
  CCSPlayer *this_00;
  undefined *puVar2;
  longdouble lVar3;
  float fVar4;
  
  puVar2 = g_pEntityList;
  uVar1 = *(uint *)(this + 0x478);
  this[0x464] = (CPointScriptUseTarget)0x0;
  if ((((uVar1 != 0xffffffff) &&
       (puVar2 = puVar2 + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) &&
     (this_00 = *(CCSPlayer **)(puVar2 + 4), this_00 != (CCSPlayer *)0x0)) {
    fVar4 = *(float *)(gpGlobals + 0xc);
    lVar3 = (longdouble)CCSPlayer::GetProgressBarStartTime(this_00);
    *(float *)(this + 0x458) = *(float *)(this + 0x450);
    fVar4 = fVar4 - (float)lVar3;
    fVar4 = fVar4 + fVar4;
    *(float *)(this + 0x454) = fVar4;
    CTerrorPlayer::ModifyUseActionProgress((CTerrorPlayer *)this_00,fVar4,*(float *)(this + 0x450));
    return;
  }
  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)