L L4D2node

CZombieBorder::IsBehindZombieBorder

0x007183f0 · 214 bytes · __cdecl

_ZN13CZombieBorder20IsBehindZombieBorderERK6Vector

Decompiled

undefined (1 param)

/* CZombieBorder::IsBehindZombieBorder(Vector const&) */

undefined4 CZombieBorder::IsBehindZombieBorder(Vector *param_1)

{
  CBaseEntity *this;
  int iVar1;
  CBaseEntity *pCVar2;
  int iVar3;
  int iVar4;
  
  iVar1 = DAT_00fe670c;
  iVar4 = 0;
  iVar3 = g_zombieBorders;
  if (0 < DAT_00fe670c) {
    do {
      this = *(CBaseEntity **)(iVar3 + iVar4 * 4);
      if (this[0x440] == (CBaseEntity)0x0) {
        pCVar2 = this;
        if (((byte)this[0x14d] & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition(this);
          pCVar2 = *(CBaseEntity **)(g_zombieBorders + iVar4 * 4);
          iVar3 = g_zombieBorders;
        }
        if ((*(float *)(param_1 + 4) - *(float *)(this + 0x2e4)) * *(float *)(pCVar2 + 0x448) +
            (*(float *)param_1 - *(float *)(this + 0x2e0)) * *(float *)(pCVar2 + 0x444) +
            (*(float *)(param_1 + 8) - *(float *)(this + 0x2e8)) * *(float *)(pCVar2 + 0x44c) < 0.0)
        {
          return 1;
        }
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 != iVar1);
  }
  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)