L L4D2node

L4D1SurvivorLegsBattleStations::IsOccupied

0x0094e900 · 124 bytes · __thiscall

_ZN30L4D1SurvivorLegsBattleStations10IsOccupiedEP11SurvivorBotP13TerrorNavArea

Decompiled

undefined (3 params)

/* L4D1SurvivorLegsBattleStations::IsOccupied(SurvivorBot*, TerrorNavArea*) */

undefined4 __thiscall
L4D1SurvivorLegsBattleStations::IsOccupied
          (L4D1SurvivorLegsBattleStations *this,SurvivorBot *param_1,TerrorNavArea *param_2)

{
  int iVar1;
  uint uVar2;
  
  uVar2 = (uint)(byte)param_2[0x38];
  iVar1 = (**(code **)(*(int *)param_1 + 0x52c))(param_1);
  if (iVar1 != 0) {
    iVar1 = (**(code **)(*(int *)param_1 + 0x52c))(param_1);
    uVar2 = uVar2 - (*(int *)(iVar1 + 0x8c) == *(int *)(param_2 + 0x8c));
  }
  iVar1 = (int)((*(float *)(param_2 + 0x10) - *(float *)(param_2 + 4)) *
                (*(float *)(param_2 + 0x14) - *(float *)(param_2 + 8)) * 0.00017777778);
  if (iVar1 < 1) {
    iVar1 = 1;
  }
  return CONCAT31((int3)((uint)iVar1 >> 8),iVar1 <= (int)uVar2);
}

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)