L L4D2node

INextBot::IsSelf

0x00753860 · 98 bytes · __thiscall

_ZNK8INextBot6IsSelfEPK20CBaseCombatCharacter

Decompiled

undefined (2 params)

/* INextBot::IsSelf(CBaseCombatCharacter const*) const */

undefined4 __thiscall INextBot::IsSelf(INextBot *this,CBaseCombatCharacter *param_1)

{
  int iVar1;
  int iVar2;
  
  if (param_1 != (CBaseCombatCharacter *)0x0) {
    iVar1 = (**(code **)(*(int *)this + 0xb4))(this);
    if (*(int *)(iVar1 + 0x30) == 0) {
      iVar2 = *(int *)(param_1 + 0x30);
      iVar1 = 0;
    }
    else {
      iVar2 = *(int *)(param_1 + 0x30);
      iVar1 = *(int *)(iVar1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
    }
    if (iVar2 == 0) {
      iVar2 = 0;
    }
    else {
      iVar2 = iVar2 - *(int *)(gpGlobals + 0x58) >> 4;
    }
    return CONCAT31((int3)((uint)iVar2 >> 8),iVar1 == iVar2);
  }
  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)