L L4D2node

CTerrorPlayer::IsCrawling

0x004f2c20 · 75 bytes · __thiscall

_ZNK13CTerrorPlayer10IsCrawlingEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::IsCrawling() const */

undefined4 __thiscall CTerrorPlayer::IsCrawling(CTerrorPlayer *this)

{
  char cVar1;
  undefined4 uVar2;
  
  cVar1 = (**(code **)(*(int *)this + 0x7e8))(this);
  uVar2 = 0;
  if ((((cVar1 != '\0') && (this[0x39f1] == (CTerrorPlayer)0x0)) &&
      (this[0x33dc] == (CTerrorPlayer)0x0)) && (((byte)this[0x1cb0] & 8) != 0)) {
    uVar2 = CONCAT31((int3)((uint)*(int *)(SurvivorAllowCrawling._28_4_ + 0x30) >> 8),
                     *(int *)(SurvivorAllowCrawling._28_4_ + 0x30) != 0);
  }
  return uVar2;
}

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)