L L4D2node

SurvivorTeamSituation::GetDistanceToFriend

0x009668a0 · 158 bytes · __thiscall

_ZNK21SurvivorTeamSituation19GetDistanceToFriendEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* SurvivorTeamSituation::GetDistanceToFriend(CTerrorPlayer*) const */

longdouble __thiscall
SurvivorTeamSituation::GetDistanceToFriend(SurvivorTeamSituation *this,CTerrorPlayer *param_1)

{
  uint uVar1;
  int iVar2;
  undefined *puVar3;
  
  if (0 < *(int *)(this + 0xc4)) {
    iVar2 = 0;
    do {
      uVar1 = *(uint *)(this + iVar2 * 4 + 0x88);
      if (((uVar1 == 0xffffffff) ||
          (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
         (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) {
        if (param_1 == (CTerrorPlayer *)0x0) goto LAB_00966910;
      }
      else if (param_1 == *(CTerrorPlayer **)(puVar3 + 4)) {
LAB_00966910:
        return (longdouble)*(float *)(this + iVar2 * 4 + 0x94);
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 != *(int *)(this + 0xc4));
  }
  return (longdouble)1e+08;
}

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)