L L4D2node

SurvivorTeamSituation::GetTimeSinceAnyFriendVisible

0x00965340 · 250 bytes · __thiscall

_ZNK21SurvivorTeamSituation28GetTimeSinceAnyFriendVisibleEv

Decompiled

undefined (1 param)

/* SurvivorTeamSituation::GetTimeSinceAnyFriendVisible() const */

longdouble __thiscall
SurvivorTeamSituation::GetTimeSinceAnyFriendVisible(SurvivorTeamSituation *this)

{
  uint uVar1;
  undefined *puVar2;
  SurvivorTeamSituation *pSVar3;
  int iVar4;
  longdouble lVar5;
  float fVar6;
  float fVar7;
  
  if (*(int *)(this + 0xd6f8) < 1) {
    fVar7 = (float)0x4e6e6b28;
  }
  else {
    iVar4 = 0;
    fVar7 = (float)0x4e6e6b28;
    pSVar3 = this + 55000;
LAB_00965382:
    do {
      uVar1 = *(uint *)(pSVar3 + -4);
      if ((((uVar1 != 0xffffffff) &&
           (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
          (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar2 + 4) != 0)) {
        fVar6 = 99999.9;
        if (0.0 < *(float *)(pSVar3 + 4)) {
          lVar5 = (longdouble)IntervalTimer::Now();
          fVar6 = (float)lVar5 - *(float *)(pSVar3 + 4);
        }
        if (fVar6 < fVar7) {
          fVar7 = 99999.9;
          if (0.0 < *(float *)(pSVar3 + 4)) {
            iVar4 = iVar4 + 1;
            lVar5 = (longdouble)IntervalTimer::Now();
            fVar7 = (float)lVar5 - *(float *)(pSVar3 + 4);
            pSVar3 = pSVar3 + 0xc;
            if (*(int *)(this + 0xd6f8) <= iVar4) break;
            goto LAB_00965382;
          }
        }
      }
      iVar4 = iVar4 + 1;
      pSVar3 = pSVar3 + 0xc;
    } while (iVar4 < *(int *)(this + 0xd6f8));
  }
  return (longdouble)fVar7;
}

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)