L L4D2node

SurvivorBot::GetTeamSituation

0x00938700 · 142 bytes · __thiscall

_ZNK11SurvivorBot16GetTeamSituationEv

Decompiled

undefined (1 param)

/* SurvivorBot::GetTeamSituation() const */

SurvivorBot * __thiscall SurvivorBot::GetTeamSituation(SurvivorBot *this)

{
  int iVar1;
  uint uVar2;
  undefined *puVar3;
  int iVar4;
  undefined *puVar5;
  
  puVar3 = g_pEntityList;
  iVar4 = *(int *)(this + 0x8c30) + -1;
  if (-1 < iVar4) {
    do {
      while ((((uVar2 = *(uint *)(this + iVar4 * 4 + 0x8bf4), uVar2 == 0xffffffff ||
               (puVar5 = puVar3 + (uVar2 & 0xfff) * 0x10, puVar5 == (undefined *)0xfffffffc)) ||
              (*(uint *)(puVar5 + 8) != uVar2 >> 0xc)) || (*(int *)(puVar5 + 4) == 0))) {
        iVar1 = *(int *)(this + 0x8c30) + -1;
        if (iVar1 == iVar4) {
          *(int *)(this + 0x8c30) = iVar4;
        }
        else {
          *(undefined4 *)(this + iVar4 * 4 + 0x8bf4) =
               *(undefined4 *)(this + *(int *)(this + 0x8c30) * 4 + 0x8bf0);
          *(int *)(this + 0x8c30) = iVar1;
        }
        iVar4 = iVar4 + -1;
        if (iVar4 == -1) goto LAB_00938780;
      }
      iVar4 = iVar4 + -1;
    } while (iVar4 != -1);
  }
LAB_00938780:
  return this + 0x8b6c;
}

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)