L L4D2node

SurvivorEscapeSpit::FindSafeArea

0x0092be40 · 135 bytes · __thiscall

_ZN18SurvivorEscapeSpit12FindSafeAreaEP11SurvivorBot

Decompiled

undefined (2 params)

/* SurvivorEscapeSpit::FindSafeArea(SurvivorBot*) */

undefined4 __thiscall
SurvivorEscapeSpit::FindSafeArea(SurvivorEscapeSpit *this,SurvivorBot *param_1)

{
  char cVar1;
  CNavArea *pCVar2;
  SurvivorBot *local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  cVar1 = CTerrorPlayer::IsOnMovingPlatformInMotion((CTerrorPlayer *)param_1);
  if (cVar1 == '\0') {
    local_18 = param_1;
    local_14 = 0;
    local_10 = 0x7f7fffff;
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
    }
    pCVar2 = (CNavArea *)(**(code **)(*(int *)param_1 + 0x52c))(param_1);
    SearchSurroundingAreas<EscapeSpitScan>
              (pCVar2,(Vector *)(param_1 + 0x2e0),(EscapeSpitScan *)&local_18,1200.0,0,-1);
    return local_14;
  }
  return 0;
}

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)