L L4D2node

CTerrorPlayer::UpdateSpitterVictimStatus

0x009f7980 · 106 bytes · __thiscall

_ZN13CTerrorPlayer25UpdateSpitterVictimStatusEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::UpdateSpitterVictimStatus() */

void __thiscall CTerrorPlayer::UpdateSpitterVictimStatus(CTerrorPlayer *this)

{
  int iVar1;
  
  iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (((iVar1 == 2) && (1.0 < *(float *)(gpGlobals + 0xc) - *(float *)(this + 0x2a50))) &&
     (0.0 <= *(float *)(this + 0x2a50))) {
    (**(code **)(*(int *)(this + 0x3ab4) + 0xe0))(this + 0x3ab4);
    *(undefined4 *)(this + 0x2a50) = 0xbf800000;
    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)