L L4D2node

SurvivorBot::IsEscortingHumanPlayers

0x00939790 · 126 bytes · __thiscall

_ZN11SurvivorBot23IsEscortingHumanPlayersEv

Decompiled

undefined (1 param)

/* SurvivorBot::IsEscortingHumanPlayers() */

undefined4 __thiscall SurvivorBot::IsEscortingHumanPlayers(SurvivorBot *this)

{
  char cVar1;
  SurvivorTeamSituation *this_00;
  undefined4 uVar2;
  
  this_00 = (SurvivorTeamSituation *)GetTeamSituation(this);
  cVar1 = SurvivorTeamSituation::IsSurvivingTeamAllBots(this_00);
  if (cVar1 != '\0') {
    return 0;
  }
  cVar1 = CDirector::IsFinale(TheDirector);
  if (((cVar1 == '\0') && (*(char *)(*(int *)(TheDirector + 0x638) + 0x111) == '\0')) &&
     (cVar1 = CTerrorGameRules::HasPlayerControlledZombies(), cVar1 == '\0')) {
    if (*(int *)(survivorbot_escort._28_4_ + 0x30) != 0) {
      return 1;
    }
    uVar2 = CDirectorChallengeMode::ShouldEscortHumanPlayers
                      (*(CDirectorChallengeMode **)(TheDirector + 0x648));
    return uVar2;
  }
  return 1;
}

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)