L L4D2node

SurvivorTeamSituation::IsFriendHidden

0x009663a0 · 98 bytes · __thiscall

_ZNK21SurvivorTeamSituation14IsFriendHiddenEP13CTerrorPlayerf

Decompiled

undefined (3 params)

/* SurvivorTeamSituation::IsFriendHidden(CTerrorPlayer*, float) const */

bool __thiscall
SurvivorTeamSituation::IsFriendHidden
          (SurvivorTeamSituation *this,CTerrorPlayer *param_1,float param_2)

{
  int iVar1;
  longdouble extraout_ST0;
  float fVar2;
  
  iVar1 = GetFriendVisibilityInfo(this,param_1);
  if (iVar1 != 0) {
    if (*(float *)(iVar1 + 8) <= 0.0) {
      fVar2 = 99999.9;
    }
    else {
      IntervalTimer::Now();
      fVar2 = (float)extraout_ST0 - *(float *)(iVar1 + 8);
    }
    return param_2 <= fVar2;
  }
  return true;
}

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)