L L4D2node

SurvivorBody::Upkeep

0x009376c0 · 136 bytes · __thiscall

_ZN12SurvivorBody6UpkeepEv

Decompiled

undefined (1 param)

/* SurvivorBody::Upkeep() */

void __thiscall SurvivorBody::Upkeep(SurvivorBody *this)

{
  uint uVar1;
  char cVar2;
  int *piVar3;
  undefined *puVar4;
  
  piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
  piVar3 = (int *)(**(code **)(*piVar3 + 0xb4))(piVar3);
  if (piVar3 != (int *)0x0) {
    cVar2 = (**(code **)(*piVar3 + 0x16c))(piVar3);
    if (cVar2 != '\0') goto LAB_009376f6;
  }
  piVar3 = (int *)0x0;
LAB_009376f6:
  uVar1 = piVar3[0x822];
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
     ((piVar3 != *(int **)(puVar4 + 4) && (*(int *)(puVar4 + 4) != 0)))) {
    return;
  }
  PlayerBody::Upkeep((PlayerBody *)this);
  return;
}

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)