L L4D2node

SurvivorBot::IsAheadOf

0x009387a0 · 159 bytes · __thiscall

_ZNK11SurvivorBot9IsAheadOfEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* SurvivorBot::IsAheadOf(CTerrorPlayer*) const */

bool __thiscall SurvivorBot::IsAheadOf(SurvivorBot *this,CTerrorPlayer *param_1)

{
  float fVar1;
  bool bVar2;
  bool bVar3;
  int iVar4;
  int iVar5;
  
  iVar4 = (**(code **)(*(int *)this + 0x52c))(this);
  iVar5 = (**(code **)(*(int *)param_1 + 0x52c))(param_1);
  if (iVar4 == 0 || iVar5 == 0) {
    return false;
  }
  if (iVar4 != iVar5) {
    fVar1 = *(float *)(iVar4 + 0x154);
    bVar2 = fVar1 != *(float *)(iVar5 + 0x154);
    if (*(float *)(iVar5 + 0x154) <= fVar1 && bVar2) {
      bVar3 = true;
    }
    else {
      bVar3 = false;
      if (!bVar2) goto LAB_009387ee;
    }
    return bVar3;
  }
LAB_009387ee:
  if (*(int *)(this + 0x30) == 0) {
    iVar4 = 0;
  }
  else {
    iVar4 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  if (*(int *)(param_1 + 0x30) == 0) {
    iVar5 = 0;
  }
  else {
    iVar5 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  return iVar5 < iVar4;
}

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)