L L4D2node

SurvivorTeamSituation::IsSurvivingTeamAllBots

0x00966950 · 200 bytes · __thiscall

_ZNK21SurvivorTeamSituation22IsSurvivingTeamAllBotsEv

Decompiled

undefined (1 param)

/* SurvivorTeamSituation::IsSurvivingTeamAllBots() const */

undefined4 __thiscall SurvivorTeamSituation::IsSurvivingTeamAllBots(SurvivorTeamSituation *this)

{
  uint uVar1;
  char cVar2;
  undefined4 uVar3;
  undefined *puVar4;
  int *piVar5;
  int iVar6;
  
  iVar6 = 0;
  if (0 < *(int *)(this + 0xc4)) {
    do {
      uVar1 = *(uint *)(this + iVar6 * 4 + 0x88);
      piVar5 = (int *)0x0;
      if (((uVar1 != 0xffffffff) &&
          (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
         (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
        piVar5 = *(int **)(puVar4 + 4);
      }
      cVar2 = (**(code **)(*piVar5 + 300))(piVar5);
      if (cVar2 != '\0') {
        uVar1 = *(uint *)(this + iVar6 * 4 + 0x88);
        piVar5 = (int *)0x0;
        if (((uVar1 != 0xffffffff) &&
            (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
           (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
          piVar5 = *(int **)(puVar4 + 4);
        }
        uVar3 = (**(code **)(*piVar5 + 0x778))(piVar5);
        if ((char)uVar3 == '\0') {
          return uVar3;
        }
      }
      iVar6 = iVar6 + 1;
    } while (iVar6 < *(int *)(this + 0xc4));
  }
  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)