L L4D2node

CTerrorPlayer::FlashlightTurnOn

0x009de1c0 · 94 bytes · __thiscall

_ZN13CTerrorPlayer16FlashlightTurnOnEb

Decompiled

undefined (2 params)

/* CTerrorPlayer::FlashlightTurnOn(bool) */

undefined4 __thiscall CTerrorPlayer::FlashlightTurnOn(CTerrorPlayer *this,bool param_1)

{
  undefined4 uVar1;
  int iVar2;
  
  uVar1 = CCSPlayer::FlashlightTurnOn((CCSPlayer *)this,param_1);
  if (((char)uVar1 != '\0') && (this[0x3377] == (CTerrorPlayer)0x0)) {
    iVar2 = (**(code **)(*(int *)this + 0x52c))(this);
    if ((iVar2 != 0) && ((*(uint *)(iVar2 + 300) & 0x10880) == 0)) {
      this[0x3377] = (CTerrorPlayer)0x1;
      return uVar1;
    }
  }
  return uVar1;
}

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)