L L4D2node

CTerrorPlayer::OnITExpired

0x009a7230 · 159 bytes · __thiscall

_ZN13CTerrorPlayer11OnITExpiredEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::OnITExpired() */

void __thiscall CTerrorPlayer::OnITExpired(CTerrorPlayer *this)

{
  code *pcVar1;
  CAI_Concept local_24 [20];
  
  if (*(float *)(this + 0x3260) != -1.0) {
    (**(code **)(*(int *)(this + 0x3258) + 4))(this + 0x3258,this + 0x3260);
    *(undefined4 *)(this + 0x3260) = 0xbf800000;
  }
  pcVar1 = *(code **)(*(int *)this + 0x7b4);
  CAI_Concept::CAI_Concept(local_24,"PlayerVomitExpired");
  (*pcVar1)(this,local_24,1,0,0,0,0);
  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)