L L4D2node

CTerrorPlayer::OnFriendlyFire

0x009b5d30 · 587 bytes · __thiscall

_ZN13CTerrorPlayer14OnFriendlyFireEPS_P10IGameEvent

Decompiled

undefined (3 params)

/* CTerrorPlayer::OnFriendlyFire(CTerrorPlayer*, IGameEvent*) */

void __thiscall
CTerrorPlayer::OnFriendlyFire(CTerrorPlayer *this,CTerrorPlayer *param_1,IGameEvent *param_2)

{
  char cVar1;
  char *pcVar2;
  int iVar3;
  undefined4 uVar4;
  longdouble lVar5;
  undefined4 local_34;
  CTerrorPlayer *local_30;
  CTerrorPlayer *local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined1 local_20;
  
  pcVar2 = (char *)(**(code **)(*(int *)param_2 + 0x28))(param_2,"weapon",&DAT_00d539c2);
  if ((pcVar2 != "inferno") && (iVar3 = _V_stricmp(pcVar2,"inferno"), iVar3 != 0)) {
    if (*(float *)(this + 0x3340) <= 0.0) {
      lVar5 = (longdouble)CountdownTimer::Now();
      if ((float)lVar5 + 0.5 != *(float *)(this + 0x3340)) {
        (**(code **)(*(int *)(this + 0x3338) + 4))(this + 0x3338,this + 0x3340);
        *(float *)(this + 0x3340) = (float)lVar5 + 0.5;
      }
      if (*(float *)(this + 0x333c) != 0.5) {
        (**(code **)(*(int *)(this + 0x3338) + 4))(this + 0x3338,this + 0x333c);
        *(undefined4 *)(this + 0x333c) = 0x3f000000;
      }
      lVar5 = (longdouble)CountdownTimer::Now();
      if ((float)lVar5 + 1.5 != *(float *)(this + 0x334c)) {
        (**(code **)(*(int *)(this + 0x3344) + 4))(this + 0x3344,this + 0x334c);
        *(float *)(this + 0x334c) = (float)lVar5 + 1.5;
      }
      if (*(float *)(this + 0x3348) != 1.5) {
        (**(code **)(*(int *)(this + 0x3344) + 4))(this + 0x3344,this + 0x3348);
        *(undefined4 *)(this + 0x3348) = 0x3fc00000;
      }
      *(undefined4 *)(this + 0x3334) = *(undefined4 *)(param_1 + 0x2ba0);
      uVar4 = (**(code **)(*(int *)param_2 + 0x1c))(param_2,"type",0);
      *(undefined4 *)(this + 0x3350) = uVar4;
      pcVar2 = (char *)(**(code **)(*(int *)param_2 + 0x28))(param_2,"weapon",&DAT_00d539c2);
      V_strncpy((char *)(this + 0x3354),pcVar2,0x20);
    }
    else if (param_1 == (CTerrorPlayer *)0x0) {
      return;
    }
    cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    if (((cVar1 != '\0') &&
        (cVar1 = CBaseEntity::InSameTeam((CBaseEntity *)param_1,(CBaseEntity *)this), cVar1 != '\0')
        ) && (iVar3 = GetDifficulty(), 1 < iVar3)) {
      local_30 = this;
      local_2c = param_1;
      local_28 = 0;
      local_34 = 9;
      local_20 = 1;
      local_24 = 0;
      ForEachTerrorPlayer<HitAnnouncement>((HitAnnouncement *)&local_34);
    }
  }
  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)