CTerrorPlayer::UpdateNoiseLevel
0x009fc170 · 456 bytes · __thiscall
_ZN13CTerrorPlayer16UpdateNoiseLevelEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::UpdateNoiseLevel() */
void __thiscall CTerrorPlayer::UpdateNoiseLevel(CTerrorPlayer *this)
{
float fVar1;
char cVar2;
int in_GS_OFFSET;
longdouble lVar3;
float fVar4;
float fVar5;
undefined4 local_30;
undefined4 local_2c;
float local_28;
char local_24 [20];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
cVar2 = (**(code **)(*(int *)this + 300))(this);
if ((cVar2 != '\0') &&
(((cVar2 = (**(code **)(*(int *)this + 0x550))(this), cVar2 != '\0' ||
(cVar2 = IsDominatedBySpecialInfected(this), cVar2 != '\0')) &&
(lVar3 = (longdouble)GetNoiseLevel(this),
(float)lVar3 < *(float *)(ZombieNoiseLevelMax._28_4_ + 0x2c) * 0.75)))) {
(**(code **)(*(int *)this + 0x850))
(this,*(undefined4 *)(ZombieNoiseLevelVocalize._28_4_ + 0x2c));
}
if (*(int *)(ZombieNoiseLevelDisplay._28_4_ + 0x30) != 0) {
lVar3 = (longdouble)GetNoiseLevel(this);
if ((float)lVar3 != 0.0) {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
local_30 = *(undefined4 *)(this + 0x2e0);
local_2c = *(undefined4 *)(this + 0x2e4);
local_28 = *(float *)(this + 0x2e8) + 40.0;
fVar1 = *(float *)(ZombieNoiseLevelHoldTime._28_4_ + 0x2c);
fVar5 = fVar1 - (*(float *)(gpGlobals + 0xc) - *(float *)(this + 0x3310));
fVar4 = 0.0;
if (0.0 <= fVar5) {
fVar4 = fVar5;
}
V_snprintf(local_24,0x14,"%.1f (%.1f)",(double)(float)lVar3,
(double)(float)(~-(uint)(fVar1 < fVar5) & (uint)fVar4 |
(uint)fVar1 & -(uint)(fVar1 < fVar5)));
NDebugOverlay::Text((Vector *)&local_30,local_24,false,0.0);
}
}
if (local_10 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.