L L4D2node

CTerrorPlayer::GetTimeFriendInFOV

0x009a3c30 · 131 bytes · __thiscall

_ZNK13CTerrorPlayer18GetTimeFriendInFOVEPS_

Decompiled

undefined (2 params)

/* CTerrorPlayer::GetTimeFriendInFOV(CTerrorPlayer*) const */

longdouble __thiscall CTerrorPlayer::GetTimeFriendInFOV(CTerrorPlayer *this,CTerrorPlayer *param_1)

{
  char cVar1;
  int iVar2;
  longdouble lVar3;
  float fVar4;
  
  cVar1 = (**(code **)(*(int *)this + 300))(this);
  if (cVar1 != '\0') {
    iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
    if (((iVar2 == 2) && (iVar2 = *(int *)(param_1 + 0x2ba0), iVar2 != 8)) &&
       (iVar2 != *(int *)(this + 0x2ba0))) {
      if (*(float *)(this + iVar2 * 8 + 0x2f20) <= 0.0) {
        fVar4 = 99999.9;
      }
      else {
        lVar3 = (longdouble)IntervalTimer::Now();
        fVar4 = (float)lVar3 - *(float *)(this + iVar2 * 8 + 0x2f20);
      }
      goto LAB_009a3c51;
    }
  }
  fVar4 = -1.0;
LAB_009a3c51:
  return (longdouble)fVar4;
}

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)