L L4D2node

CTerrorPlayer::Cough

0x0099a3d0 · 461 bytes · __thiscall

_ZN13CTerrorPlayer5CoughEP11CBasePlayer

Decompiled

undefined (2 params)

/* CTerrorPlayer::Cough(CBasePlayer*) */

void __thiscall CTerrorPlayer::Cough(CTerrorPlayer *this,CBasePlayer *param_1)

{
  char cVar1;
  int iVar2;
  undefined4 *puVar3;
  longdouble lVar4;
  float fVar5;
  
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  cVar1 = IsASurvivorTeam(iVar2);
  if (cVar1 != '\0') {
    if (this[0x2f68] == (CTerrorPlayer)0x0) {
      fVar5 = *(float *)(this + 0x2f74);
      this[0x2f68] = (CTerrorPlayer)0x1;
      lVar4 = (longdouble)CountdownTimer::Now();
      fVar5 = fVar5 - (float)lVar4;
      if (fVar5 <= 0.0) {
        fVar5 = 0.0;
      }
      lVar4 = (longdouble)RandomFloat(fVar5,0x3f800000);
      fVar5 = (float)lVar4;
      lVar4 = (longdouble)CountdownTimer::Now();
      if ((float)lVar4 + fVar5 != *(float *)(this + 0x2f74)) {
        (**(code **)(*(int *)(this + 0x2f6c) + 4))(this + 0x2f6c,this + 0x2f74);
        *(float *)(this + 0x2f74) = (float)lVar4 + fVar5;
      }
      if (fVar5 != *(float *)(this + 0x2f70)) {
        (**(code **)(*(int *)(this + 0x2f6c) + 4))(this + 0x2f6c,this + 0x2f70);
        *(float *)(this + 0x2f70) = fVar5;
      }
    }
    if ((param_1 == (CBasePlayer *)0x0) ||
       (cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 == '\0')) {
      *(undefined4 *)(this + 0x3288) = 0xffffffff;
    }
    else {
      puVar3 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
      *(undefined4 *)(this + 0x3288) = *puVar3;
    }
    lVar4 = (longdouble)CountdownTimer::Now();
    if ((float)lVar4 + 1.1 != *(float *)(this + 0x3284)) {
      (**(code **)(*(int *)(this + 0x327c) + 4))(this + 0x327c,this + 0x3284);
      *(float *)(this + 0x3284) = (float)lVar4 + 1.1;
    }
    if (*(float *)(this + 0x3280) != 1.1) {
      (**(code **)(*(int *)(this + 0x327c) + 4))(this + 0x327c,this + 0x3280);
      *(undefined4 *)(this + 0x3280) = 0x3f8ccccd;
    }
    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)