L L4D2node

SurvivorBot::IsAvailable

0x00938990 · 194 bytes · __thiscall

_ZNK11SurvivorBot11IsAvailableEv

Decompiled

undefined (1 param)

/* SurvivorBot::IsAvailable() const */

undefined4 __thiscall SurvivorBot::IsAvailable(SurvivorBot *this)

{
  uint uVar1;
  CBaseCombatCharacter *pCVar2;
  char cVar3;
  int iVar4;
  undefined4 uVar5;
  SurvivorIntention *this_00;
  undefined *puVar6;
  longdouble lVar7;
  
  lVar7 = (longdouble)CTerrorPlayer::GetTimeSinceAttackedByEnemy((CTerrorPlayer *)this);
  if (((float)lVar7 < 1.0) &&
     (cVar3 = CTerrorPlayer::IsBeingHeroic((CTerrorPlayer *)this), cVar3 == '\0')) {
    return 0;
  }
  iVar4 = (**(code **)(*(int *)this + 0x9a8))(this);
  if ((((0 < *(int *)(iVar4 + 0x70)) && (uVar1 = **(uint **)(iVar4 + 100), uVar1 != 0xffffffff)) &&
      (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
     ((*(uint *)(puVar6 + 8) == uVar1 >> 0xc &&
      (pCVar2 = *(CBaseCombatCharacter **)(puVar6 + 4), pCVar2 != (CBaseCombatCharacter *)0x0)))) {
    this_00 = (SurvivorIntention *)(**(code **)(*(int *)this + 0x9a8))(this);
    cVar3 = SurvivorIntention::IsImmediatelyDangerousTo(this_00,(CTerrorPlayer *)this,pCVar2);
    if (cVar3 != '\0') {
      return 0;
    }
  }
  uVar5 = CTerrorPlayer::IsAbleToMove((CTerrorPlayer *)this);
  return uVar5;
}

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)