L L4D2node

CTerrorPlayer::UpdateSurvivorRespiration

0x009fcc50 · 898 bytes · __thiscall

_ZN13CTerrorPlayer25UpdateSurvivorRespirationEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::UpdateSurvivorRespiration() */

void __thiscall CTerrorPlayer::UpdateSurvivorRespiration(CTerrorPlayer *this)

{
  float fVar1;
  int iVar2;
  code *pcVar3;
  longdouble lVar4;
  char *pcVar5;
  CAI_Concept local_24 [20];
  
  if (this[0x2f68] != (CTerrorPlayer)0x0) {
    lVar4 = (longdouble)CountdownTimer::Now();
    if (*(float *)(this + 0x2f74) <= (float)lVar4) {
      lVar4 = (longdouble)CountdownTimer::Now();
      if (*(float *)(this + 0x30a0) <= (float)lVar4) {
        lVar4 = (longdouble)CountdownTimer::Now();
        if ((float)lVar4 + 1.0 != *(float *)(this + 0x2f74)) {
          (**(code **)(*(int *)(this + 0x2f6c) + 4))(this + 0x2f6c,this + 0x2f74);
          *(float *)(this + 0x2f74) = (float)lVar4 + 1.0;
        }
        if (*(float *)(this + 0x2f70) != 1.0) {
          (**(code **)(*(int *)(this + 0x2f6c) + 4))(this + 0x2f6c,this + 0x2f70);
          *(undefined4 *)(this + 0x2f70) = 0x3f800000;
        }
        lVar4 = (longdouble)CountdownTimer::Now();
        if ((float)lVar4 + 1.0 != *(float *)(this + 0x30a0)) {
          (**(code **)(*(int *)(this + 0x3098) + 4))(this + 0x3098,this + 0x30a0);
          *(float *)(this + 0x30a0) = (float)lVar4 + 1.0;
        }
        if (*(float *)(this + 0x309c) != 1.0) {
          (**(code **)(*(int *)(this + 0x3098) + 4))(this + 0x3098,this + 0x309c);
          *(undefined4 *)(this + 0x309c) = 0x3f800000;
        }
        this[0x2f68] = (CTerrorPlayer)0x0;
        pcVar3 = *(code **)(*(int *)this + 0x7b4);
        CAI_Concept::CAI_Concept(local_24,"SurvivorCoughing");
        (*pcVar3)(this,local_24,1,0,0,0,0);
        (**(code **)(*(int *)this + 0x850))
                  (this,*(undefined4 *)(ZombieNoiseLevelVocalize._28_4_ + 0x2c));
      }
    }
  }
  if (0.0 < *(float *)(this + 0x2ecc)) {
    lVar4 = (longdouble)IntervalTimer::Now();
    if (*(float *)(ZombieLastManRunInterval._28_4_ + 0x2c) <=
        (float)lVar4 - *(float *)(this + 0x2ecc) &&
        (float)lVar4 - *(float *)(this + 0x2ecc) !=
        *(float *)(ZombieLastManRunInterval._28_4_ + 0x2c)) {
      lVar4 = (longdouble)CountdownTimer::Now();
      if (*(float *)(this + 0x2ed8) <= (float)lVar4) {
        fVar1 = *(float *)(ZombieRunExertionInterval._28_4_ + 0x2c);
        lVar4 = (longdouble)CountdownTimer::Now();
        if ((float)lVar4 + fVar1 != *(float *)(this + 0x2ed8)) {
          (**(code **)(*(int *)(this + 0x2ed0) + 4))(this + 0x2ed0,this + 0x2ed8);
          *(float *)(this + 0x2ed8) = (float)lVar4 + fVar1;
        }
        if (fVar1 != *(float *)(this + 0x2ed4)) {
          (**(code **)(*(int *)(this + 0x2ed0) + 4))(this + 0x2ed0,this + 0x2ed4);
          *(float *)(this + 0x2ed4) = fVar1;
        }
        iVar2 = *(int *)(this + 0x100);
        lVar4 = (longdouble)(**(code **)(*(int *)this + 0x7e4))(this);
        if (66.0 < (float)lVar4 + (float)iVar2) {
          pcVar3 = *(code **)(*(int *)this + 0x7b4);
          pcVar5 = "PlayerExertionMinor";
        }
        else {
          iVar2 = *(int *)(this + 0x100);
          lVar4 = (longdouble)(**(code **)(*(int *)this + 0x7e4))(this);
          pcVar3 = *(code **)(*(int *)this + 0x7b4);
          if (33.0 < (float)lVar4 + (float)iVar2) {
            pcVar5 = "PlayerExertionMajor";
          }
          else {
            pcVar5 = "PlayerExertionCritical";
          }
        }
        CAI_Concept::CAI_Concept(local_24,pcVar5);
        (*pcVar3)(this,local_24,0,0,0,0,0);
        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)