CTerrorPlayer::ResetFrustrationLevel
0x009e5ac0 · 228 bytes · __thiscall
_ZN13CTerrorPlayer21ResetFrustrationLevelEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::ResetFrustrationLevel() */
void __thiscall CTerrorPlayer::ResetFrustrationLevel(CTerrorPlayer *this)
{
CBaseEdict *this_00;
int iVar1;
longdouble lVar2;
if (*(int *)(this + 0x3a78) != 0) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
*(undefined4 *)(this + 0x3a78) = 0;
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
*(undefined4 *)(this + 0x3a78) = 0;
}
}
lVar2 = (longdouble)CountdownTimer::Now();
if ((float)lVar2 + 2.0 != *(float *)(this + 0x3a84)) {
(**(code **)(*(int *)(this + 0x3a7c) + 4))(this + 0x3a7c,this + 0x3a84);
*(float *)(this + 0x3a84) = (float)lVar2 + 2.0;
}
if (*(float *)(this + 0x3a80) != 2.0) {
(**(code **)(*(int *)(this + 0x3a7c) + 4))(this + 0x3a7c,this + 0x3a80);
*(undefined4 *)(this + 0x3a80) = 0x40000000;
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.