L L4D2node

SurvivorTeamSituation::IsAnyTeammateNearCheckpoint

0x00966b10 · 318 bytes · __thiscall

_ZNK21SurvivorTeamSituation27IsAnyTeammateNearCheckpointEv

Decompiled

undefined (1 param)

/* SurvivorTeamSituation::IsAnyTeammateNearCheckpoint() const */

undefined1 __thiscall
SurvivorTeamSituation::IsAnyTeammateNearCheckpoint(SurvivorTeamSituation *this)

{
  uint uVar1;
  char cVar2;
  Checkpoint *this_00;
  int iVar3;
  int iVar4;
  undefined *puVar5;
  int *piVar6;
  int iVar7;
  undefined1 local_1d;
  
  cVar2 = SurvivorBot::IsNearCheckpoint(*(SurvivorBot **)(this + 4));
  if (cVar2 == '\0') {
    this_00 = (Checkpoint *)TerrorNavMesh::GetLastCheckpoint(TheNavMesh);
    local_1d = 0;
    if (this_00 != (Checkpoint *)0x0) {
      cVar2 = Checkpoint::IsLocked(this_00);
      if (cVar2 == '\0') {
        iVar3 = Checkpoint::GetLargestArea(this_00);
        if ((iVar3 != 0) && (0 < *(int *)(this + 0xc4))) {
          iVar7 = 0;
          do {
            uVar1 = *(uint *)(this + iVar7 * 4 + 0x88);
            piVar6 = (int *)0x0;
            if (((uVar1 != 0xffffffff) &&
                (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)
                ) && (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
              piVar6 = *(int **)(puVar5 + 4);
            }
            cVar2 = (**(code **)(*piVar6 + 300))(piVar6);
            if (cVar2 != '\0') {
              uVar1 = *(uint *)(this + iVar7 * 4 + 0x88);
              piVar6 = (int *)0x0;
              if (((uVar1 != 0xffffffff) &&
                  (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10,
                  puVar5 != (undefined *)0xfffffffc)) && (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
                piVar6 = *(int **)(puVar5 + 4);
              }
              iVar4 = (**(code **)(*piVar6 + 0x52c))(piVar6);
              if ((iVar4 != 0) && (*(float *)(iVar3 + 0x154) - *(float *)(iVar4 + 0x154) < 1500.0))
              goto LAB_00966b2e;
            }
            iVar7 = iVar7 + 1;
          } while (iVar7 < *(int *)(this + 0xc4));
        }
      }
    }
  }
  else {
LAB_00966b2e:
    local_1d = 1;
  }
  return local_1d;
}

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)