L L4D2node

NextBotPlayer<CTerrorPlayer>::PressCrouchButton

0x009457c0 · 152 bytes · __thiscall

_ZN13NextBotPlayerI13CTerrorPlayerE17PressCrouchButtonEf

Decompiled

undefined (2 params)

/* NextBotPlayer<CTerrorPlayer>::PressCrouchButton(float) */

void __thiscall
NextBotPlayer<CTerrorPlayer>::PressCrouchButton(NextBotPlayer<CTerrorPlayer> *this,float param_1)

{
  longdouble lVar1;
  
  *(uint *)(this + 0x425c) = *(uint *)(this + 0x425c) | 4;
  lVar1 = (longdouble)CountdownTimer::Now();
  if ((float)lVar1 + param_1 != *(float *)(this + 0x42d8)) {
    (**(code **)(*(int *)(this + 0x42d0) + 4))(this + 0x42d0,this + 0x42d8);
    *(float *)(this + 0x42d8) = (float)lVar1 + param_1;
  }
  if (param_1 != *(float *)(this + 0x42d4)) {
    (**(code **)(*(int *)(this + 0x42d0) + 4))(this + 0x42d0,this + 0x42d4);
    *(float *)(this + 0x42d4) = 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)