L L4D2node

CTerrorPlayer::FlashlightTurnOff

0x009de230 · 83 bytes · __thiscall

_ZN13CTerrorPlayer17FlashlightTurnOffEb

Decompiled

undefined (2 params)

/* CTerrorPlayer::FlashlightTurnOff(bool) */

void __thiscall CTerrorPlayer::FlashlightTurnOff(CTerrorPlayer *this,bool param_1)

{
  char cVar1;
  int iVar2;
  
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (iVar2 == 3) {
    cVar1 = (**(code **)(*(int *)this + 300))(this);
    if ((cVar1 != '\0') && (*(int *)(ZombieInfectedFlashlight._28_4_ + 0x30) != 0)) {
      return;
    }
  }
  CCSPlayer::FlashlightTurnOff((CCSPlayer *)this,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)