L L4D2node

SurvivorReviveFriend::IsUseFinished

0x00935060 · 102 bytes · __cdecl

_ZNK20SurvivorReviveFriend13IsUseFinishedEP11SurvivorBot

Decompiled

undefined (1 param)

/* SurvivorReviveFriend::IsUseFinished(SurvivorBot*) const */

uint SurvivorReviveFriend::IsUseFinished(SurvivorBot *param_1)

{
  int *piVar1;
  char cVar2;
  uint uVar3;
  undefined *puVar4;
  
  uVar3 = *(uint *)(param_1 + 0x34);
  if ((((uVar3 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar3 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar3 >> 0xc)) &&
     (piVar1 = *(int **)(puVar4 + 4), piVar1 != (int *)0x0)) {
    cVar2 = (**(code **)(*piVar1 + 300))(piVar1);
    if (cVar2 != '\0') {
      uVar3 = (**(code **)(*piVar1 + 0x7e8))(piVar1);
      return uVar3 ^ 1;
    }
  }
  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)