L L4D2node

SurvivorIntention::FindRecognized

0x0094a6b0 · 161 bytes · __thiscall

_ZN17SurvivorIntention14FindRecognizedEP20CBaseCombatCharacter

Decompiled

undefined (2 params)

/* SurvivorIntention::FindRecognized(CBaseCombatCharacter*) */

uint * __thiscall
SurvivorIntention::FindRecognized(SurvivorIntention *this,CBaseCombatCharacter *param_1)

{
  uint uVar1;
  uint *puVar2;
  int iVar3;
  int iVar4;
  undefined *puVar5;
  int iVar6;
  
  if (0 < *(int *)(this + 0x70)) {
    puVar2 = *(uint **)(this + 100);
    iVar3 = 0;
    do {
      uVar1 = *puVar2;
      if ((((uVar1 != 0xffffffff) &&
           (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
          (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar5 + 4) != 0)) {
        iVar6 = *(int *)(*(int *)(puVar5 + 4) + 0x30);
        if (iVar6 == 0) {
          iVar6 = 0;
        }
        else {
          iVar6 = iVar6 - *(int *)(gpGlobals + 0x58) >> 4;
        }
        if (*(int *)(param_1 + 0x30) == 0) {
          iVar4 = 0;
        }
        else {
          iVar4 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
        }
        if (iVar6 == iVar4) {
          return puVar2;
        }
      }
      iVar3 = iVar3 + 1;
      puVar2 = puVar2 + 0xb;
    } while (iVar3 != *(int *)(this + 0x70));
  }
  return (uint *)0x0;
}

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)