L L4D2node

CTerrorPlayer::CreateNoise

0x009a5d30 · 253 bytes · __thiscall

_ZN13CTerrorPlayer11CreateNoiseEf

Decompiled

undefined (2 params)

/* CTerrorPlayer::CreateNoise(float) */

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

{
  CBaseEdict *pCVar1;
  char cVar2;
  int iVar3;
  int iVar4;
  longdouble lVar5;
  
  cVar2 = CTerrorGameRules::HasPlayerControlledZombies();
  if (cVar2 != '\0') {
    iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
    if (iVar3 == 2) {
      if (*(float *)(ZombieNoiseLevelMax._28_4_ + 0x2c) <= param_1) {
        param_1 = *(float *)(ZombieNoiseLevelMax._28_4_ + 0x2c);
      }
      lVar5 = (longdouble)GetNoiseLevel(this);
      if ((float)lVar5 <= param_1) {
        *(undefined4 *)(this + 0x3310) = *(undefined4 *)(gpGlobals + 0xc);
        if (param_1 != *(float *)(this + 0x3304)) {
          if (this[0x6c] == (CTerrorPlayer)0x0) {
            pCVar1 = *(CBaseEdict **)(this + 0x30);
            if (pCVar1 != (CBaseEdict *)0x0) {
              *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
              iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
              *(undefined2 *)(iVar3 + 2) = 0;
            }
          }
          else {
            this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
          }
          *(float *)(this + 0x3304) = param_1;
        }
        iVar3 = (*(int *)(this + 0x3308) + 1) % 8;
        if (*(int *)(this + 0x3308) != iVar3) {
          if (this[0x6c] == (CTerrorPlayer)0x0) {
            pCVar1 = *(CBaseEdict **)(this + 0x30);
            if (pCVar1 != (CBaseEdict *)0x0) {
              *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
              iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
              *(undefined2 *)(iVar4 + 2) = 0;
            }
          }
          else {
            this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
          }
          *(int *)(this + 0x3308) = iVar3;
        }
      }
    }
  }
  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)