L L4D2node

CTerrorPlayer::SetBecomeGhostAt

0x009ab5f0 · 120 bytes · __thiscall

_ZN13CTerrorPlayer16SetBecomeGhostAtEf

Decompiled

undefined (2 params)

/* CTerrorPlayer::SetBecomeGhostAt(float) */

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

{
  CTerrorPlayerResource *this_00;
  int iVar1;
  bool bVar2;
  
  iVar1 = g_pPlayerResource;
  bVar2 = g_pPlayerResource != 0;
  *(float *)(this + 0x2c00) = param_1;
  if (bVar2) {
    this_00 = (CTerrorPlayerResource *)
              __dynamic_cast(iVar1,&CPlayerResource::typeinfo,&CTerrorPlayerResource::typeinfo,0);
    if (this_00 != (CTerrorPlayerResource *)0x0) {
      if (*(int *)(this + 0x30) == 0) {
        iVar1 = 0;
      }
      else {
        iVar1 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
      }
      CTerrorPlayerResource::SetBecomeGhostAt(this_00,iVar1,param_1);
    }
  }
  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)