L L4D2node

SurvivorBot::IsAnyWitchCloserThan

0x0093b440 · 220 bytes · __thiscall

_ZN11SurvivorBot20IsAnyWitchCloserThanEf

Decompiled

undefined (2 params)

/* SurvivorBot::IsAnyWitchCloserThan(float) */

undefined4 __thiscall SurvivorBot::IsAnyWitchCloserThan(SurvivorBot *this,float param_1)

{
  CBaseEntity CVar1;
  CBaseEntity *this_00;
  undefined4 uVar2;
  int iVar3;
  
  iVar3 = 0;
  if (0 < DAT_01025eac) {
    do {
      this_00 = *(CBaseEntity **)(TheWitches + iVar3 * 4);
      if (((byte)this[0x14d] & 8) == 0) {
        CVar1 = this_00[0x14d];
      }
      else {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
        CVar1 = this_00[0x14d];
      }
      if (((byte)CVar1 & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(this_00);
      }
      if (((*(float *)(this_00 + 0x2e4) - *(float *)(this + 0x2e4)) *
           (*(float *)(this_00 + 0x2e4) - *(float *)(this + 0x2e4)) +
           (*(float *)(this_00 + 0x2e0) - *(float *)(this + 0x2e0)) *
           (*(float *)(this_00 + 0x2e0) - *(float *)(this + 0x2e0)) +
           (*(float *)(this_00 + 0x2e8) - *(float *)(this + 0x2e8)) *
           (*(float *)(this_00 + 0x2e8) - *(float *)(this + 0x2e8)) < param_1 * param_1) &&
         (uVar2 = (**(code **)(*(int *)this_00 + 300))(this_00), (char)uVar2 != '\0')) {
        return uVar2;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < DAT_01025eac);
  }
  return 0;
}

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)