CTerrorPlayer::EmitInfectedPainSound
0x009a1850 · 723 bytes · __thiscall
_ZN13CTerrorPlayer21EmitInfectedPainSoundERK15CTakeDamageInfo
Decompiled
undefined (2 params)
/* CTerrorPlayer::EmitInfectedPainSound(CTakeDamageInfo const&) */
void __thiscall CTerrorPlayer::EmitInfectedPainSound(CTerrorPlayer *this,CTakeDamageInfo *param_1)
{
char cVar1;
longdouble lVar2;
lVar2 = (longdouble)CountdownTimer::Now();
if (*(float *)(this + 0x30ac) <= (float)lVar2) {
lVar2 = (longdouble)CountdownTimer::Now();
if ((float)lVar2 + 0.7 != *(float *)(this + 0x30ac)) {
(**(code **)(*(int *)(this + 0x30a4) + 4))(this + 0x30a4,this + 0x30ac);
*(float *)(this + 0x30ac) = (float)lVar2 + 0.7;
}
if (*(float *)(this + 0x30a8) != 0.7) {
(**(code **)(*(int *)(this + 0x30a4) + 4))(this + 0x30a4,this + 0x30a8);
*(undefined4 *)(this + 0x30a8) = 0x3f333333;
}
switch(*(undefined4 *)(this + 0x2ba4)) {
case 1:
if (((byte)param_1[0x48] & 0x82) == 0) {
Vocalize(this,"SmokerZombie.Pain",0.0,0.0);
}
else {
Vocalize(this,"SmokerZombie.PainShort",0.0,0.0);
}
break;
case 2:
if (((byte)param_1[0x48] & 0x82) == 0) {
Vocalize(this,"BoomerZombie.Pain",0.0,0.0);
}
else {
Vocalize(this,"BoomerZombie.PainShort",0.0,0.0);
}
break;
case 3:
if (((byte)param_1[0x48] & 0x82) == 0) {
Vocalize(this,"HunterZombie.Pain",0.0,0.0);
}
else {
Vocalize(this,"HunterZombie.PainShort",0.0,0.0);
}
break;
case 4:
if (((byte)param_1[0x48] & 0x82) == 0) {
Vocalize(this,"SpitterZombie.Pain",0.0,0.0);
}
else {
Vocalize(this,"SpitterZombie.PainShort",0.0,0.0);
}
break;
case 5:
if (((byte)param_1[0x48] & 0x82) == 0) {
Vocalize(this,"JockeyZombie.Pain",0.0,0.0);
}
else {
Vocalize(this,"JockeyZombie.PainShort",0.0,0.0);
}
break;
case 6:
Vocalize(this,"ChargerZombie.Pain",0.0,0.0);
break;
case 8:
cVar1 = (**(code **)(*(int *)this + 0x7e8))(this);
if (cVar1 == '\0') {
Vocalize(this,"HulkZombie.Pain",0.7,0.0);
}
}
}
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.