L L4D2node

SurvivorRescueBarricadedFriend::ShouldGiveUp

0x0092a500 · 104 bytes · __thiscall

_ZNK30SurvivorRescueBarricadedFriend12ShouldGiveUpEP11SurvivorBot

Decompiled

undefined (2 params)

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

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

{
  uint uVar1;
  char cVar2;
  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)) &&
     (*(CSurvivorRescue **)(puVar4 + 4) != (CSurvivorRescue *)0x0)) {
    cVar2 = CSurvivorRescue::IsCallingForHelp(*(CSurvivorRescue **)(puVar4 + 4));
    if (cVar2 != '\0') {
      uVar3 = SurvivorUseObject::ShouldGiveUp((SurvivorUseObject *)this,param_1);
      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)