L L4D2node

coerciblevariant_t::ConvertBool

0x00644fd0 · 125 bytes · __thiscall

_ZNK18coerciblevariant_t11ConvertBoolEv

Decompiled

undefined (1 param)

/* coerciblevariant_t::ConvertBool() const */

bool __thiscall coerciblevariant_t::ConvertBool(coerciblevariant_t *this)

{
  uint uVar1;
  long lVar2;
  undefined *puVar3;
  
  switch(*(undefined4 *)(this + 0x14)) {
  case 1:
  case 5:
  case 6:
    return *(int *)(this + 4) != 0;
  case 2:
    lVar2 = strtol(*(char **)(this + 0xc),(char **)0x0,10);
    return lVar2 != 0;
  case 0xd:
    uVar1 = *(uint *)(this + 0x10);
    if (((uVar1 != 0xffffffff) &&
        (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
      return *(int *)(puVar3 + 4) != 0;
    }
  }
  return false;
}

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)