L L4D2node

SurvivorIntention::IsSpitterImmediatelyDangerousTo

0x0094bf50 · 236 bytes · __thiscall

_ZNK17SurvivorIntention31IsSpitterImmediatelyDangerousToEPK13CTerrorPlayerP20CBaseCombatCharacter

Decompiled

undefined (3 params)

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

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

{
  float fVar1;
  char cVar2;
  undefined4 uVar3;
  
  if (param_2 != (CBaseCombatCharacter *)0x0) {
    cVar2 = (**(code **)(*(int *)param_2 + 0x16c))(param_2);
    if (cVar2 != '\0') {
      cVar2 = (**(code **)(*(int *)param_2 + 300))(param_2);
      if (cVar2 != '\0') {
        fVar1 = *(float *)(z_spit_range._28_4_ + 0x2c);
        if (((byte)param_2[0x14d] & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_2);
        }
        if (((byte)param_1[0x14d] & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
        }
        if ((*(float *)(param_1 + 0x2e4) - *(float *)(param_2 + 0x2e4)) *
            (*(float *)(param_1 + 0x2e4) - *(float *)(param_2 + 0x2e4)) +
            (*(float *)(param_1 + 0x2e0) - *(float *)(param_2 + 0x2e0)) *
            (*(float *)(param_1 + 0x2e0) - *(float *)(param_2 + 0x2e0)) +
            (*(float *)(param_1 + 0x2e8) - *(float *)(param_2 + 0x2e8)) *
            (*(float *)(param_1 + 0x2e8) - *(float *)(param_2 + 0x2e8)) < fVar1 * fVar1) {
                    /* WARNING: Could not recover jumptable at 0x0094c029. Too many branches */
                    /* WARNING: Treating indirect jump as call */
          uVar3 = (**(code **)(*(int *)param_1 + 0x42c))();
          return uVar3;
        }
      }
    }
  }
  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)