L L4D2node

CTerrorPlayer::IsRevivingSomeone

0x00519710 · 68 bytes · __thiscall

_ZNK13CTerrorPlayer17IsRevivingSomeoneEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::IsRevivingSomeone() const */

undefined4 __thiscall CTerrorPlayer::IsRevivingSomeone(CTerrorPlayer *this)

{
  uint uVar1;
  undefined *puVar2;
  
  uVar1 = *(uint *)(this + 0x2e28);
  if (((uVar1 != 0xffffffff) &&
      (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
    return CONCAT31((int3)((uint)*(int *)(puVar2 + 4) >> 8),*(int *)(puVar2 + 4) != 0);
  }
  return 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)