L L4D2node

ZombieBotVision::GetClosestRecognized

0x0053e300 · 73 bytes · __thiscall

_ZNK15ZombieBotVision20GetClosestRecognizedEi

Decompiled

undefined (2 params)

/* ZombieBotVision::GetClosestRecognized(int) const */

undefined4 __thiscall ZombieBotVision::GetClosestRecognized(ZombieBotVision *this,int param_1)

{
  uint uVar1;
  undefined *puVar2;
  
  if ((((param_1 != 3) && (uVar1 = *(uint *)(this + 0x148), uVar1 != 0xffffffff)) &&
      (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
     (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) {
    return *(undefined4 *)(puVar2 + 4);
  }
  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)