L L4D2node

CTerrorPlayer::IsActionBeingPerformedOnMe

0x004f1440 · 183 bytes · __thiscall

_ZNK13CTerrorPlayer26IsActionBeingPerformedOnMeE21TerrorPlayerUseAction

Decompiled

undefined (2 params)

/* CTerrorPlayer::IsActionBeingPerformedOnMe(TerrorPlayerUseAction) const */

undefined4 __thiscall CTerrorPlayer::IsActionBeingPerformedOnMe(CTerrorPlayer *this,int param_2)

{
  uint uVar1;
  CTerrorPlayer *pCVar2;
  char cVar3;
  undefined4 uVar4;
  undefined *puVar5;
  
  uVar4 = 0;
  if (param_2 == 0) {
    if (*(int *)(this + 0x2b44) == 0) {
      return 0;
    }
  }
  else if (*(int *)(this + 0x2b44) != param_2) {
    return uVar4;
  }
  uVar1 = *(uint *)(this + 0x2b40);
  if ((((uVar1 == 0xffffffff) ||
       (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar5 + 8) != uVar1 >> 0xc)) || (this != *(CTerrorPlayer **)(puVar5 + 4))) {
    uVar1 = *(uint *)(this + 0x2b3c);
    if (((uVar1 == 0xffffffff) ||
        (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
       ((*(uint *)(puVar5 + 8) != uVar1 >> 0xc ||
        ((pCVar2 = *(CTerrorPlayer **)(puVar5 + 4), pCVar2 == (CTerrorPlayer *)0x0 ||
         (cVar3 = (**(code **)(*(int *)pCVar2 + 0x16c))(pCVar2), cVar3 == '\0')))))) {
      uVar4 = 0;
    }
    else {
      uVar4 = 1;
      if (this != pCVar2) {
        uVar4 = 0;
      }
    }
  }
  return uVar4;
}

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)