L L4D2node

SurvivorBot::CheckIfReadyToLeaveCheckpoint

0x009396f0 · 141 bytes · __thiscall

_ZN11SurvivorBot29CheckIfReadyToLeaveCheckpointEv

Decompiled

undefined (1 param)

/* SurvivorBot::CheckIfReadyToLeaveCheckpoint() */

bool __thiscall SurvivorBot::CheckIfReadyToLeaveCheckpoint(SurvivorBot *this)

{
  char cVar1;
  int iVar2;
  int *piVar3;
  
  iVar2 = (**(code **)(*(int *)this + 0x484))(this,0);
  if (iVar2 == 0) {
    piVar3 = (int *)(**(code **)(*(int *)this + 0x484))(this,1);
    if (piVar3 == (int *)0x0) {
      return false;
    }
    iVar2 = (**(code **)(*piVar3 + 0x638))(piVar3);
    if (((iVar2 != 1) || (cVar1 = (**(code **)(*piVar3 + 0x674))(piVar3), cVar1 == '\0')) &&
       (iVar2 = (**(code **)(*piVar3 + 0x638))(piVar3), iVar2 != 0x13)) {
      iVar2 = (**(code **)(*piVar3 + 0x638))(piVar3);
      return iVar2 == 0x20;
    }
  }
  return true;
}

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)