L L4D2node

CTerrorPlayer::IsDominatedBySpecialInfected

0x004f63a0 · 287 bytes · __thiscall

_ZNK13CTerrorPlayer28IsDominatedBySpecialInfectedEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::IsDominatedBySpecialInfected() const */

undefined4 __thiscall CTerrorPlayer::IsDominatedBySpecialInfected(CTerrorPlayer *this)

{
  uint uVar1;
  undefined4 uVar2;
  undefined *puVar3;
  
  uVar1 = *(uint *)(this + 0x3e48);
  if (((((uVar1 == 0xffffffff) ||
        (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
       (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar3 + 4) == 0)) &&
     (((((uVar1 = *(uint *)(this + 0x3e68), uVar1 == 0xffffffff ||
         (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
        ((*(uint *)(puVar3 + 8) != uVar1 >> 0xc || (*(int *)(puVar3 + 4) == 0)))) &&
       (((uVar1 = *(uint *)(this + 0x33c4), uVar1 == 0xffffffff ||
         (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
        ((*(uint *)(puVar3 + 8) != uVar1 >> 0xc || (*(int *)(puVar3 + 4) == 0)))))) &&
      ((((uVar1 = *(uint *)(this + 0x3ee0), uVar1 == 0xffffffff ||
         (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
        (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar3 + 4) == 0)))))) {
    uVar1 = *(uint *)(this + 0x2a4c);
    if (((uVar1 == 0xffffffff) ||
        (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
       (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) {
      return 0;
    }
    uVar2 = CONCAT31((int3)((uint)*(int *)(puVar3 + 4) >> 8),*(int *)(puVar3 + 4) != 0);
  }
  else {
    uVar2 = 1;
  }
  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)