L L4D2node

ZombieBotVision::GetRecognizedCount

0x0053e460 · 117 bytes · __thiscall

_ZNK15ZombieBotVision18GetRecognizedCountEif

Decompiled

undefined (3 params)

/* ZombieBotVision::GetRecognizedCount(int, float) const */

bool __thiscall ZombieBotVision::GetRecognizedCount(ZombieBotVision *this,int param_1,float param_2)

{
  uint uVar1;
  bool bVar2;
  undefined *puVar3;
  
  if (param_1 == 3) {
    return false;
  }
  uVar1 = *(uint *)(this + 0x148);
  bVar2 = false;
  if ((((uVar1 != 0xffffffff) &&
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
     ((*(int *)(puVar3 + 4) != 0 && (bVar2 = true, 0.0 < param_2)))) {
    return *(float *)(this + 0x14c) <= param_2 * param_2;
  }
  return bVar2;
}

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)