L L4D2node

CSurvivorRescue::IsBehindClosedDoor

0x00969a50 · 124 bytes · __thiscall

_ZN15CSurvivorRescue18IsBehindClosedDoorEv

Decompiled

undefined (1 param)

/* CSurvivorRescue::IsBehindClosedDoor() */

undefined4 __thiscall CSurvivorRescue::IsBehindClosedDoor(CSurvivorRescue *this)

{
  uint uVar1;
  int iVar2;
  undefined *puVar3;
  
  if (0 < *(int *)(this + 0x1950)) {
    iVar2 = 0;
    do {
      uVar1 = *(uint *)(*(int *)(this + 0x1944) + iVar2 * 4);
      if ((((uVar1 != 0xffffffff) &&
           (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
          (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
         ((*(int *)(puVar3 + 4) != 0 && (*(int *)(&DAT_000015f4 + *(int *)(puVar3 + 4)) == 0)))) {
        return 1;
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 != *(int *)(this + 0x1950));
  }
  return 0;
}

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)