L L4D2node

SurvivorAttack::IsBlindedByVomit

0x00918ab0 · 89 bytes · __thiscall

_ZNK14SurvivorAttack16IsBlindedByVomitEP11SurvivorBot

Decompiled

undefined (2 params)

/* SurvivorAttack::IsBlindedByVomit(SurvivorBot*) const */

bool __thiscall SurvivorAttack::IsBlindedByVomit(SurvivorAttack *this,SurvivorBot *param_1)

{
  char cVar1;
  bool bVar2;
  longdouble lVar3;
  
  cVar1 = (**(code **)(*(int *)param_1 + 0x550))(param_1);
  bVar2 = false;
  if (cVar1 != '\0') {
    lVar3 = (longdouble)CountdownTimer::Now();
    bVar2 = (*(float *)(param_1 + 0x325c) - *(float *)(param_1 + 0x3260)) + (float)lVar3 <
            *(float *)(SurvivorBotVomitBlindTime._28_4_ + 0x2c);
  }
  return bVar2;
}

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)