L L4D2node

CTerrorPlayer::InhibitCalm

0x009a1ee0 · 211 bytes · __thiscall

_ZN13CTerrorPlayer11InhibitCalmEf

Decompiled

undefined (2 params)

/* CTerrorPlayer::InhibitCalm(float) */

void __thiscall CTerrorPlayer::InhibitCalm(CTerrorPlayer *this,float param_1)

{
  float fVar1;
  longdouble lVar2;
  
  fVar1 = *(float *)(this + 0x2e84);
  if ((0.0 < fVar1) && (lVar2 = (longdouble)CountdownTimer::Now(), param_1 < fVar1 - (float)lVar2))
  {
    return;
  }
  lVar2 = (longdouble)CountdownTimer::Now();
  if ((float)lVar2 + param_1 != *(float *)(this + 0x2e84)) {
    (**(code **)(*(int *)(this + 0x2e7c) + 4))(this + 0x2e7c,this + 0x2e84);
    *(float *)(this + 0x2e84) = (float)lVar2 + param_1;
  }
  if (param_1 == *(float *)(this + 0x2e80)) {
    return;
  }
  (**(code **)(*(int *)(this + 0x2e7c) + 4))(this + 0x2e7c,this + 0x2e80);
  *(float *)(this + 0x2e80) = 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)