L L4D2node

CTerrorPlayer::BoomerVisibilityMonitorCallback

0x00994f70 · 222 bytes · __cdecl

_ZN13CTerrorPlayer31BoomerVisibilityMonitorCallbackEP11CBaseEntityP11CBasePlayer

Decompiled

undefined (2 params)

/* CTerrorPlayer::BoomerVisibilityMonitorCallback(CBaseEntity*, CBasePlayer*) */

undefined4 CTerrorPlayer::BoomerVisibilityMonitorCallback(CBaseEntity *param_1,CBasePlayer *param_2)

{
  code *pcVar1;
  char cVar2;
  int iVar3;
  int *piVar4;
  undefined4 uVar5;
  
  if (param_1 != (CBaseEntity *)0x0) {
    cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    if (cVar2 != '\0') {
      iVar3 = (**(code **)(*(int *)param_1 + 0x544))(param_1);
      if (iVar3 == 2) {
        piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"boomer_near",0,0);
        if (piVar4 != (int *)0x0) {
          pcVar1 = *(code **)(*piVar4 + 0x30);
          uVar5 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
          (*pcVar1)(piVar4,"userid",uVar5);
          pcVar1 = *(code **)(*piVar4 + 0x30);
          uVar5 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_2 + 0x30));
          (*pcVar1)(piVar4,"victim",uVar5);
          (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
          return 0;
        }
      }
    }
  }
  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)