L L4D2node

CTerrorGameRules::IsSacrificeEscapee

0x00509310 · 64 bytes · __thiscall

_ZNK16CTerrorGameRules18IsSacrificeEscapeeEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* CTerrorGameRules::IsSacrificeEscapee(CTerrorPlayer*) const */

uint __thiscall CTerrorGameRules::IsSacrificeEscapee(CTerrorGameRules *this,CTerrorPlayer *param_1)

{
  uint uVar1;
  
  if (*(int *)(param_1 + 0x30) != 0) {
    uVar1 = 1 << ((byte)(*(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4) & 0x1f);
    return CONCAT31((int3)(uVar1 >> 8),(*(uint *)(this + 0x498) & uVar1) != 0);
  }
  return (uint)((*(uint *)(this + 0x498) & 1) != 0);
}

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)