L L4D2node

Witch::ChangeRageLevel

0x00a485b0 · 188 bytes · __thiscall

_ZN5Witch15ChangeRageLevelEf

Decompiled

undefined (2 params)

/* Witch::ChangeRageLevel(float) */

void __thiscall Witch::ChangeRageLevel(Witch *this,float param_1)

{
  float fVar1;
  CBaseEdict *this_00;
  int iVar2;
  float fVar3;
  undefined4 local_18;
  char *local_14;
  undefined4 local_10;
  
  fVar1 = *(float *)(this + 0x1d94);
  fVar3 = param_1 + fVar1;
  if (fVar3 <= 0.0) {
    fVar3 = 0.0;
  }
  if (1.0 <= fVar3) {
    fVar3 = 1.0;
  }
  if (fVar1 != fVar3) {
    if (this[0x6c] == (Witch)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (Witch)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x1d94) = fVar3;
  }
  if ((fVar1 < 0.5) && (0.5 <= *(float *)(this + 0x1d94))) {
    local_14 = "WitchGettingAngry";
    local_10 = 0;
    local_18 = 0;
    ForEachSurvivor<DispatchResponseToSurvivors>((DispatchResponseToSurvivors *)&local_18);
  }
  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)