L L4D2node

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 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)