CTerrorPlayer::UpdateCalmAnimState
0x009fc7c0 · 386 bytes · __thiscall
_ZN13CTerrorPlayer19UpdateCalmAnimStateEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::UpdateCalmAnimState() */
undefined4 __thiscall CTerrorPlayer::UpdateCalmAnimState(CTerrorPlayer *this)
{
uint uVar1;
char cVar2;
int iVar3;
undefined4 uVar4;
undefined4 uVar5;
int iVar6;
undefined *puVar7;
longdouble lVar8;
float fVar9;
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
uVar4 = IsASurvivorTeam(iVar3);
if ((char)uVar4 != '\0') {
uVar5 = CDirector::IsPlayingIntro(TheDirector);
if ((char)uVar5 != '\0') {
return uVar5;
}
cVar2 = (**(code **)(*(int *)this + 0x7e8))(this);
if (cVar2 != '\0') {
return uVar5;
}
if (this[0x32fc] != (CTerrorPlayer)0x0) {
return uVar5;
}
if ((0.0 < *(float *)(this + 0x2e84)) &&
(lVar8 = (longdouble)CountdownTimer::Now(), (float)lVar8 < *(float *)(this + 0x2e84))) {
return uVar5;
}
if (*(float *)(SurvivorCalmIntensity._28_4_ + 0x2c) <= *(float *)(this + 12000)) {
return uVar5;
}
if (0.0 < *(float *)(this + 0x3120)) {
lVar8 = (longdouble)IntervalTimer::Now();
fVar9 = (float)lVar8 - *(float *)(this + 0x3120);
}
else {
fVar9 = 99999.9;
}
if (fVar9 < *(float *)(SurvivorCalmRecentEnemyDelay._28_4_ + 0x2c)) {
return uVar5;
}
iVar3 = (**(code **)(*(int *)this + 0x5f4))(this);
if (((iVar3 == 0) || (*(int *)(SurvivorCalmNoFlashlight._28_4_ + 0x30) == 0)) &&
(this[0x2f68] == (CTerrorPlayer)0x0)) {
iVar3 = CBasePlayer::GetFOV((CBasePlayer *)this);
iVar6 = CBasePlayer::GetDefaultFOV((CBasePlayer *)this);
if (iVar3 == iVar6) {
uVar1 = *(uint *)(this + 0x1d14);
if (uVar1 == 0xffffffff) {
return uVar4;
}
puVar7 = g_pEntityList + (uVar1 & 0xfff) * 0x10;
if (puVar7 == (undefined *)0xfffffffc) {
return uVar4;
}
if (*(uint *)(puVar7 + 8) != uVar1 >> 0xc) {
return uVar4;
}
if (*(int *)(puVar7 + 4) != 0) {
return 0;
}
return uVar4;
}
}
InhibitCalm(this,4.0);
}
return 0;
}
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.