L L4D2node

CTerrorPlayer::GetHurrahConcept

0x009c60b0 · 342 bytes · __thiscall

_ZN13CTerrorPlayer16GetHurrahConceptEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::GetHurrahConcept() */

char * __thiscall CTerrorPlayer::GetHurrahConcept(CTerrorPlayer *this)

{
  QAngle *pQVar1;
  undefined **local_a4;
  CTerrorPlayer *local_a0;
  Vector local_9c [12];
  undefined4 local_90;
  undefined4 local_8c;
  undefined4 local_88;
  float local_84;
  undefined4 local_80;
  undefined1 local_7c;
  int local_78;
  undefined4 local_74;
  undefined4 local_70;
  undefined4 local_6c;
  undefined4 local_68;
  undefined4 local_64;
  fogparams_t local_60 [36];
  float local_3c;
  char local_14;
  
  V_strncpy(GetHurrahConcept()::returnString,"PlayerHurrah",0x20);
  fogparams_t::fogparams_t(local_60);
  (**(code **)(*(int *)this + 0x418))(this,local_60);
  local_84 = 8192.0;
  if (local_14 != '\0') {
    local_84 = *(float *)(SurvivorFogVocalizePercent._28_4_ + 0x2c) * local_3c;
  }
  local_74 = 0;
  local_a4 = &PTR_operator___00c22340;
  local_70 = 0;
  local_6c = 0;
  local_68 = 0;
  local_64 = 0;
  local_a0 = this;
                    /* try { // try from 009c6151 to 009c6168 has its CatchHandler @ 009c6206 */
  pQVar1 = (QAngle *)(**(code **)(*(int *)this + 0x238))(this);
  AngleVectors(pQVar1,local_9c);
  local_90 = 2;
  local_8c = 0x3f666666;
  local_88 = 0x3f666666;
  local_78 = 0;
  local_80 = 0x42480000;
  local_7c = 0;
                    /* try { // try from 009c61a5 to 009c61cc has its CatchHandler @ 009c621b */
  ForEachSurvivor<TargetScan<CTerrorPlayer>>((TargetScan *)&local_a4);
  if (local_78 != 0) {
    V_strncpy(GetHurrahConcept()::returnString,"PlayerNiceJob",0x20);
  }
  local_68 = 0;
  local_a4 = &PTR_operator___00c22340;
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)&local_74);
  local_64 = local_74;
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)&local_74);
  return GetHurrahConcept()::returnString;
}

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)