L L4D2node

SurvivorBot::InhibitFlashlight

0x0093a760 · 214 bytes · __thiscall

_ZN11SurvivorBot17InhibitFlashlightEf

Decompiled

undefined (2 params)

/* SurvivorBot::InhibitFlashlight(float) */

void __thiscall SurvivorBot::InhibitFlashlight(SurvivorBot *this,float param_1)

{
  float fVar1;
  longdouble lVar2;
  
  fVar1 = *(float *)(this + 0x8b64);
  if ((0.0 < fVar1) && (lVar2 = (longdouble)CountdownTimer::Now(), param_1 <= fVar1 - (float)lVar2))
  {
    return;
  }
  lVar2 = (longdouble)CountdownTimer::Now();
  if ((float)lVar2 + param_1 != *(float *)(this + 0x8b64)) {
    (**(code **)(*(int *)(this + 0x8b5c) + 4))(this + 0x8b5c,this + 0x8b64);
    *(float *)(this + 0x8b64) = (float)lVar2 + param_1;
  }
  if (param_1 == *(float *)(this + 0x8b60)) {
    return;
  }
  (**(code **)(*(int *)(this + 0x8b5c) + 4))(this + 0x8b5c,this + 0x8b60);
  *(float *)(this + 0x8b60) = param_1;
  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)