L L4D2node

CTerrorPlayer::CanBeA

0x00944970 · 30 bytes · __thiscall

_ZNK13CTerrorPlayer6CanBeAE15ZombieClassType

Decompiled

undefined (2 params)

/* CTerrorPlayer::CanBeA(ZombieClassType) const */

undefined4 __thiscall CTerrorPlayer::CanBeA(undefined4 this,int param_2)

{
  undefined4 uVar1;
  uint uVar2;
  
  uVar1 = 0;
  if (param_2 - 1U < 8) {
    uVar2 = 1 << ((byte)(param_2 - 1U) & 0x1f);
    uVar1 = CONCAT31((int3)(uVar2 >> 8),(uVar2 & 0xbf) != 0);
  }
  return uVar1;
}

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)