L L4D2node

SurvivorTeamSituation::GetTimeSinceFriendVisible

0x00966410 · 122 bytes · __thiscall

_ZNK21SurvivorTeamSituation25GetTimeSinceFriendVisibleEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* SurvivorTeamSituation::GetTimeSinceFriendVisible(CTerrorPlayer*) const */

longdouble __thiscall
SurvivorTeamSituation::GetTimeSinceFriendVisible(SurvivorTeamSituation *this,CTerrorPlayer *param_1)

{
  int iVar1;
  longdouble lVar2;
  
  iVar1 = GetFriendVisibilityInfo(this,param_1);
  if (iVar1 == 0) {
    return (longdouble)1e+07;
  }
  if (0.0 < *(float *)(iVar1 + 8)) {
    lVar2 = (longdouble)IntervalTimer::Now();
    return (longdouble)((float)lVar2 - *(float *)(iVar1 + 8));
  }
  return (longdouble)99999.9;
}

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)