CTerrorPlayer::UpdateSoundPropagation
0x009fb040 · 330 bytes · __thiscall
_ZN13CTerrorPlayer22UpdateSoundPropagationEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::UpdateSoundPropagation() */
void __thiscall CTerrorPlayer::UpdateSoundPropagation(CTerrorPlayer *this)
{
code *pcVar1;
char cVar2;
int *piVar3;
undefined4 uVar4;
longdouble lVar5;
longdouble lVar6;
lVar5 = (longdouble)CountdownTimer::Now();
if ((float)lVar5 < *(float *)(this + 0x3f68)) {
return;
}
lVar5 = (longdouble)CountdownTimer::Now();
if ((float)lVar5 + 0.25 != *(float *)(this + 0x3f68)) {
(**(code **)(*(int *)(this + 0x3f60) + 4))(this + 0x3f60,this + 0x3f68);
*(float *)(this + 0x3f68) = (float)lVar5 + 0.25;
}
if (*(float *)(this + 0x3f64) != 0.25) {
(**(code **)(*(int *)(this + 0x3f60) + 4))(this + 0x3f60,this + 0x3f64);
*(undefined4 *)(this + 0x3f64) = 0x3e800000;
}
lVar5 = (longdouble)GetTimeSinceLastFiredWeapon(this);
cVar2 = (**(code **)(*(int *)this + 0x5c8))(this);
if (((cVar2 == '\0') ||
((0.0 < *(float *)(this + 0x2ecc) &&
(lVar6 = (longdouble)IntervalTimer::Now(), (float)lVar6 - *(float *)(this + 0x2ecc) <= 2.0)))
) && (1.0 <= (float)lVar5)) {
return;
}
piVar3 = (int *)TheNextBots();
pcVar1 = *(code **)(*piVar3 + 4);
uVar4 = (**(code **)(*(int *)this + 0x288))(this);
(*pcVar1)(piVar3,this,uVar4,0);
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.