L L4D2node

CTerrorPlayer::GetNoiseLevel

0x009a5cd0 · 92 bytes · __thiscall

_ZNK13CTerrorPlayer13GetNoiseLevelEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::GetNoiseLevel() const */

longdouble __thiscall CTerrorPlayer::GetNoiseLevel(CTerrorPlayer *this)

{
  float fVar1;
  float fVar2;
  
  fVar1 = *(float *)(this + 0x3304);
  if (0.0 < fVar1) {
    fVar2 = *(float *)(gpGlobals + 0xc) - *(float *)(this + 0x3310);
    if ((*(float *)(ZombieNoiseLevelHoldTime._28_4_ + 0x2c) < fVar2) &&
       (fVar1 = fVar1 - (fVar2 - *(float *)(ZombieNoiseLevelHoldTime._28_4_ + 0x2c)) *
                        *(float *)(ZombieNoiseLevelFadeRate._28_4_ + 0x2c), fVar1 <= 0.0)) {
      fVar1 = 0.0;
    }
  }
  return (longdouble)fVar1;
}

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)