L L4D2node

SurvivorBot::IsNearCheckpoint

0x00938910 · 122 bytes · __thiscall

_ZNK11SurvivorBot16IsNearCheckpointEv

Decompiled

undefined (1 param)

/* SurvivorBot::IsNearCheckpoint() const */

bool __thiscall SurvivorBot::IsNearCheckpoint(SurvivorBot *this)

{
  char cVar1;
  Checkpoint *this_00;
  int iVar2;
  int iVar3;
  
  this_00 = (Checkpoint *)TerrorNavMesh::GetLastCheckpoint(TheNavMesh);
  if (((this_00 != (Checkpoint *)0x0) && (cVar1 = Checkpoint::IsLocked(this_00), cVar1 == '\0')) &&
     (iVar2 = Checkpoint::GetLargestArea(this_00), iVar2 != 0)) {
    iVar3 = (**(code **)(*(int *)this + 0x52c))(this);
    if (iVar3 == 0) {
      return false;
    }
    return *(float *)(iVar2 + 0x154) - *(float *)(iVar3 + 0x154) < 1500.0;
  }
  return false;
}

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)