L L4D2node

SurvivorDislodgeVictim::ShouldGiveUp

0x0092a0c0 · 278 bytes · __thiscall

_ZNK22SurvivorDislodgeVictim12ShouldGiveUpEP11SurvivorBot

Decompiled

undefined (2 params)

/* SurvivorDislodgeVictim::ShouldGiveUp(SurvivorBot*) const */

undefined4 __thiscall
SurvivorDislodgeVictim::ShouldGiveUp(SurvivorDislodgeVictim *this,SurvivorBot *param_1)

{
  uint uVar1;
  int iVar2;
  undefined4 uVar3;
  undefined *puVar4;
  
  uVar1 = *(uint *)(this + 0x34);
  if ((((((uVar1 != 0xffffffff) &&
         (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (iVar2 = *(int *)(puVar4 + 4), iVar2 != 0)) &&
      (((((uVar1 = *(uint *)(iVar2 + 0x33c4), uVar1 != 0xffffffff &&
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
         ((*(uint *)(puVar4 + 8) == uVar1 >> 0xc && (*(int *)(puVar4 + 4) != 0)))) ||
        (((uVar1 = *(uint *)(iVar2 + 0x3e68), uVar1 != 0xffffffff &&
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
         ((*(uint *)(puVar4 + 8) == uVar1 >> 0xc && (*(int *)(puVar4 + 4) != 0)))))) ||
       ((((uVar1 = *(uint *)(iVar2 + 0x3ee0), uVar1 != 0xffffffff &&
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)))))) &&
     (uVar3 = (**(code **)(*(int *)this + 0x16c))(this,param_1), (char)uVar3 == '\0')) {
    return uVar3;
  }
  return 1;
}

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)