L L4D2node

CDirector::GetAcceptedTankOffer

0x008726c0 · 163 bytes · __thiscall

_ZNK9CDirector20GetAcceptedTankOfferEPf

Decompiled

undefined (2 params)

/* CDirector::GetAcceptedTankOffer(float*) const */

int __thiscall CDirector::GetAcceptedTankOffer(CDirector *this,float *param_1)

{
  uint uVar1;
  int iVar2;
  float fVar3;
  int iVar4;
  undefined *puVar5;
  longdouble lVar6;
  
  if (*(int *)(this + 0x40c) == 0) {
    return 0;
  }
  uVar1 = **(uint **)(this + 0x400);
  iVar4 = 0;
  if ((((uVar1 != 0xffffffff) &&
       (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
     ((iVar2 = *(int *)(puVar5 + 4), iVar2 != 0 && (iVar4 = iVar2, param_1 != (float *)0x0)))) {
    fVar3 = *(float *)(this + 0x3fc);
    lVar6 = (longdouble)CountdownTimer::Now();
    *param_1 = fVar3 - (float)lVar6;
    return iVar2;
  }
  return iVar4;
}

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)