L L4D2node

SurvivorLocomotion::IsScrambling

0x00962750 · 151 bytes · __thiscall

_ZNK18SurvivorLocomotion12IsScramblingEv

Decompiled

undefined (1 param)

/* SurvivorLocomotion::IsScrambling() const */

undefined4 __thiscall SurvivorLocomotion::IsScrambling(SurvivorLocomotion *this)

{
  char cVar1;
  int *piVar2;
  int iVar3;
  undefined4 uVar4;
  longdouble lVar5;
  
  piVar2 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
  iVar3 = (**(code **)(*piVar2 + 0xb4))(piVar2);
  if ((0.0 < *(float *)(iVar3 + 0x28c8)) &&
     (lVar5 = (longdouble)IntervalTimer::Now(), (float)lVar5 - *(float *)(iVar3 + 0x28c8) < 1.0)) {
    return 1;
  }
  cVar1 = (**(code **)(*(int *)this + 0xf8))(this);
  if ((cVar1 != '\0') && (cVar1 = (**(code **)(*(int *)this + 200))(this), cVar1 == '\0')) {
                    /* WARNING: Could not recover jumptable at 0x009627ef. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar4 = (**(code **)(*(int *)this + 0x118))();
    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)