L L4D2node

ZombieBotLocomotion::IsRunning

0x0053e220 · 62 bytes · __thiscall

_ZNK19ZombieBotLocomotion9IsRunningEv

Decompiled

undefined (1 param)

/* ZombieBotLocomotion::IsRunning() const */

bool __thiscall ZombieBotLocomotion::IsRunning(ZombieBotLocomotion *this)

{
  float fVar1;
  longdouble extraout_ST0;
  
  fVar1 = *(float *)(this + 0xa4);
  (**(code **)(*(int *)this + 0x13c))(this);
  return (float)extraout_ST0 * 0.9 < fVar1;
}

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)