L L4D2node

SurvivorIntention::IsWitchImmediatelyDangerousTo

0x0094b580 · 164 bytes · __thiscall

_ZNK17SurvivorIntention29IsWitchImmediatelyDangerousToEPK13CTerrorPlayerP20CBaseCombatCharacter

Decompiled

undefined (3 params)

/* SurvivorIntention::IsWitchImmediatelyDangerousTo(CTerrorPlayer const*, CBaseCombatCharacter*)
   const */

undefined4 __thiscall
SurvivorIntention::IsWitchImmediatelyDangerousTo
          (SurvivorIntention *this,CTerrorPlayer *param_1,CBaseCombatCharacter *param_2)

{
  char cVar1;
  int *piVar2;
  int *piVar3;
  undefined4 uVar4;
  
  piVar2 = (int *)(**(code **)(*(int *)param_2 + 0x148))(param_2);
  if (piVar2 != (int *)0x0) {
    piVar3 = (int *)(**(code **)(*piVar2 + 0xc4))(piVar2);
    cVar1 = (**(code **)(*piVar3 + 0x114))(piVar3,0);
    if (cVar1 != '\0') {
      return 0;
    }
    piVar3 = (int *)(**(code **)(*piVar2 + 0xc4))(piVar2);
    cVar1 = (**(code **)(*piVar3 + 0x114))(piVar3,1);
    if (cVar1 != '\0') {
      piVar2 = (int *)(**(code **)(*piVar2 + 0xcc))(piVar2);
                    /* WARNING: Could not recover jumptable at 0x0094b626. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      uVar4 = (**(code **)(*piVar2 + 0x100))();
      return uVar4;
    }
  }
  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)