L L4D2node

CGreedAwardTemplate::GetHealthLevelForPlayer

0x00851e70 · 112 bytes · __thiscall

_ZN19CGreedAwardTemplate23GetHealthLevelForPlayerEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* CGreedAwardTemplate::GetHealthLevelForPlayer(CTerrorPlayer*) */

undefined1 __thiscall
CGreedAwardTemplate::GetHealthLevelForPlayer(CGreedAwardTemplate *this,CTerrorPlayer *param_1)

{
  int iVar1;
  char cVar2;
  undefined1 uVar3;
  longdouble lVar4;
  float fVar5;
  
  iVar1 = *(int *)(param_1 + 0x100);
  lVar4 = (longdouble)(**(code **)(*(int *)param_1 + 0x7e4))(param_1);
  cVar2 = (**(code **)(*(int *)param_1 + 0x7e8))(param_1);
  uVar3 = 1;
  if (cVar2 == '\0') {
    uVar3 = 2;
    fVar5 = (float)(int)((float)lVar4 + (float)iVar1);
    if (fVar5 < *(float *)(SurvivorLimpHealth._28_4_ + 0x2c) ||
        fVar5 == *(float *)(SurvivorLimpHealth._28_4_ + 0x2c)) {
      return 1 < (int)((float)lVar4 + (float)iVar1);
    }
  }
  return uVar3;
}

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)