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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.