L L4D2node

SurvivorResponseCachedInfo::GetClosestSurvivorTo

0x008749e0 · 67 bytes · __thiscall

_ZN26SurvivorResponseCachedInfo20GetClosestSurvivorToE21SurvivorCharacterType

Decompiled

undefined (2 params)

/* SurvivorResponseCachedInfo::GetClosestSurvivorTo(SurvivorCharacterType) */

int __thiscall
SurvivorResponseCachedInfo::GetClosestSurvivorTo(SurvivorResponseCachedInfo *this,int param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = 0;
  iVar3 = 0x7fffffff;
  iVar1 = param_2;
  if (param_2 == 0) goto LAB_00874a0b;
  do {
    if (-1 < iVar3 - *(int *)(this + iVar2 * 4 + param_2 * 0x20)) {
      iVar1 = iVar2;
      iVar3 = *(int *)(this + iVar2 * 4 + param_2 * 0x20);
    }
LAB_00874a0b:
    do {
      iVar2 = iVar2 + 1;
      if (iVar2 == 4) {
        return iVar1;
      }
    } while (iVar2 == param_2);
  } while( true );
}

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)