L L4D2node

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 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)