L L4D2node

CFindActiveTongues::operator()

0x00529440 · 244 bytes · __thiscall

_ZN18CFindActiveTonguesclEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* CFindActiveTongues::TEMPNAMEPLACEHOLDERVALUE(CTerrorPlayer*) */

undefined4 __thiscall
CFindActiveTongues::operator()(CFindActiveTongues *this,CTerrorPlayer *param_1)

{
  uint uVar1;
  undefined4 uVar2;
  int iVar3;
  undefined *puVar4;
  undefined *puVar5;
  
  uVar2 = (**(code **)(*(int *)param_1 + 300))(param_1);
  if ((((char)uVar2 == '\0') ||
      (iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1), iVar3 != 3)) ||
     (iVar3 = (**(code **)(*(int *)param_1 + 0x544))(param_1), puVar5 = g_pEntityList, iVar3 != 1))
  {
    return 1;
  }
  uVar1 = *(uint *)(param_1 + 0x30bc);
  if (uVar1 == 0xffffffff) {
    return uVar2;
  }
  puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10;
  if (puVar4 == (undefined *)0xfffffffc) {
    return uVar2;
  }
  if (*(uint *)(puVar4 + 8) != uVar1 >> 0xc) {
    return uVar2;
  }
  if (*(int *)(puVar4 + 4) == 0) {
    return uVar2;
  }
  iVar3 = __dynamic_cast(*(int *)(puVar4 + 4),&CBaseAbility::typeinfo,&CTongue::typeinfo,0);
  if (iVar3 == 0) {
    return uVar2;
  }
  uVar1 = *(uint *)(param_1 + 0x33c0);
  if (uVar1 == 0xffffffff) {
    return uVar2;
  }
  puVar5 = puVar5 + (uVar1 & 0xfff) * 0x10;
  if (puVar5 == (undefined *)0xfffffffc) {
    return uVar2;
  }
  if (*(uint *)(puVar5 + 8) != uVar1 >> 0xc) {
    return uVar2;
  }
  if (*(int *)(puVar5 + 4) == 0) {
    return uVar2;
  }
  *this = (CFindActiveTongues)0x1;
  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)