L L4D2node

SurvivorBot::IsAllowedToMoveToRescueVehicle

0x0093deb0 · 85 bytes · __thiscall

_ZN11SurvivorBot30IsAllowedToMoveToRescueVehicleEv

Decompiled

undefined (1 param)

/* SurvivorBot::IsAllowedToMoveToRescueVehicle() */

bool __thiscall SurvivorBot::IsAllowedToMoveToRescueVehicle(SurvivorBot *this)

{
  char cVar1;
  SurvivorTeamSituation *this_00;
  int local_10 [2];
  
  cVar1 = IsEscortingHumanPlayers(this);
  if (cVar1 != '\0') {
    this_00 = (SurvivorTeamSituation *)GetTeamSituation(this);
    cVar1 = SurvivorTeamSituation::IsSurvivingTeamAllBots(this_00);
    if (cVar1 == '\0') {
      local_10[0] = 0;
      ForEachSurvivor<NumHumansInRescueVehicleScan>((NumHumansInRescueVehicleScan *)local_10);
      return 0 < local_10[0];
    }
  }
  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)