L L4D2node

SurvivorReviveFriend::ShouldHurry

0x009353e0 · 119 bytes · __cdecl

_ZNK20SurvivorReviveFriend11ShouldHurryEPK8INextBot

Decompiled

undefined (1 param)

/* SurvivorReviveFriend::ShouldHurry(INextBot const*) const */

bool SurvivorReviveFriend::ShouldHurry(INextBot *param_1)

{
  uint uVar1;
  CTerrorPlayer *this;
  bool bVar2;
  undefined *puVar3;
  longdouble lVar4;
  
  uVar1 = *(uint *)(param_1 + 0x34);
  bVar2 = false;
  if ((((uVar1 != 0xffffffff) &&
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
     (this = *(CTerrorPlayer **)(puVar3 + 4), this != (CTerrorPlayer *)0x0)) {
    lVar4 = (longdouble)CTerrorPlayer::GetTimeSinceAttackedByEnemy(this);
    bVar2 = true;
    if (3.0 <= (float)lVar4) {
      return *(int *)(this + 0x100) < 0x32;
    }
  }
  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)