L L4D2node

CTerrorPlayer::IsStaggerTimerActive

0x009a2c10 · 62 bytes · __thiscall

_ZNK13CTerrorPlayer20IsStaggerTimerActiveEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::IsStaggerTimerActive() const */

bool __thiscall CTerrorPlayer::IsStaggerTimerActive(CTerrorPlayer *this)

{
  bool bVar1;
  longdouble extraout_ST0;
  
  bVar1 = false;
  if (0.0 < *(float *)(this + 0x31f8)) {
    CountdownTimer::Now();
    bVar1 = (float)extraout_ST0 < *(float *)(this + 0x31f8);
  }
  return bVar1;
}

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)