L L4D2node

CTerrorPlayer::SetCurrentReviveCount

0x009ec440 · 294 bytes · __thiscall

_ZN13CTerrorPlayer21SetCurrentReviveCountEi

Decompiled

undefined (2 params)

/* CTerrorPlayer::SetCurrentReviveCount(int) */

void __thiscall CTerrorPlayer::SetCurrentReviveCount(CTerrorPlayer *this,int param_1)

{
  CBaseEdict *pCVar1;
  char cVar2;
  CTerrorPlayer CVar3;
  char cVar4;
  int iVar5;
  
  cVar4 = '\0';
  iVar5 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  cVar2 = IsASurvivorTeam(iVar5);
  if (cVar2 != '\0') {
    cVar4 = IsOnThirdStrike(this);
  }
  if (param_1 != *(int *)(this + 0x2e54)) {
    if (this[0x6c] == (CTerrorPlayer)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar5 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar5 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
    }
    *(int *)(this + 0x2e54) = param_1;
  }
  CVar3 = (CTerrorPlayer)IsOnThirdStrike(this);
  if (CVar3 != this[0x2e58]) {
    if (this[0x6c] == (CTerrorPlayer)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar5 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar5 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
    }
    this[0x2e58] = CVar3;
  }
  cVar2 = IsOnThirdStrike(this);
  if (cVar2 == '\0') {
    if (cVar4 == '\0') {
      return;
    }
    StopTrackedSound(this,"Player.Heartbeat");
    return;
  }
  StopTrackedSound(this,"Player.Heartbeat");
  CCSPlayer::EmitPrivateSound((CCSPlayer *)this,"Player.Heartbeat");
  TrackSound(this,"Player.Heartbeat");
  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)