CTerrorPlayer::Deafen
0x00998e30 · 297 bytes · __thiscall
_ZN13CTerrorPlayer6DeafenEfff
Decompiled
undefined (4 params)
/* CTerrorPlayer::Deafen(float, float, float) */
void __thiscall CTerrorPlayer::Deafen(CTerrorPlayer *this,float param_1,float param_2,float param_3)
{
int iVar1;
undefined4 uVar2;
longdouble lVar3;
iVar1 = (**(code **)(*(int *)this + 0x648))(this);
if ((iVar1 != 0) && (iVar1 = (**(code **)(*(int *)this + 0x648))(this), iVar1 != 4)) {
return;
}
if (param_1 < param_3 * *(float *)(ZombieDeafenRadiusOne._28_4_ + 0x2c)) {
uVar2 = 0x86;
}
else if (param_3 * *(float *)(ZombieDeafenRadiusTwo._28_4_ + 0x2c) <= param_1) {
uVar2 = 0x88;
if (param_3 * *(float *)(ZombieDeafenRadiusThree._28_4_ + 0x2c) <= param_1) {
return;
}
}
else {
uVar2 = 0x87;
}
*(undefined4 *)(this + 0x3320) = uVar2;
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + param_2 != *(float *)(this + 0x331c)) {
(**(code **)(*(int *)(this + 0x3314) + 4))(this + 0x3314,this + 0x331c);
*(float *)(this + 0x331c) = (float)lVar3 + param_2;
}
if (param_2 != *(float *)(this + 0x3318)) {
(**(code **)(*(int *)(this + 0x3314) + 4))(this + 0x3314,this + 0x3318);
*(float *)(this + 0x3318) = param_2;
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.