L L4D2node

CTerrorPlayer::UpdatePendingDeafenEffects

0x009f7630 · 156 bytes · __thiscall

_ZN13CTerrorPlayer26UpdatePendingDeafenEffectsEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::UpdatePendingDeafenEffects() */

void __thiscall CTerrorPlayer::UpdatePendingDeafenEffects(CTerrorPlayer *this)

{
  longdouble lVar1;
  undefined **local_2c [8];
  
  if (*(int *)(this + 0x3320) != 0) {
    lVar1 = (longdouble)CountdownTimer::Now();
    if (*(float *)(this + 0x331c) <= (float)lVar1) {
      CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_2c);
      local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
                    /* try { // try from 009f7688 to 009f768c has its CatchHandler @ 009f76d0 */
      CRecipientFilter::AddRecipient((CRecipientFilter *)local_2c,(CBasePlayer *)this);
                    /* try { // try from 009f76ad to 009f76af has its CatchHandler @ 009f76e2 */
      (**(code **)(*enginesound + 0x2c))
                (enginesound,(CRecipientFilter *)local_2c,*(undefined4 *)(this + 0x3320),0);
      *(undefined4 *)(this + 0x3320) = 0;
      local_2c[0] = &PTR__CSingleUserRecipientFilter_00c08ea8;
      CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_2c);
      return;
    }
  }
  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)