L L4D2node

IsRunningAway

0x00995d60 · 380 bytes · __regparm3

_ZL13IsRunningAwayP20CBaseCombatCharacterP13CTerrorPlayer

Decompiled

undefined (2 params)

/* IsRunningAway(CBaseCombatCharacter*, CTerrorPlayer*) */

bool __regparm3 IsRunningAway(CBaseCombatCharacter *param_1,CTerrorPlayer *param_2)

{
  float fVar1;
  float fVar2;
  bool bVar3;
  float fVar4;
  float fVar5;
  float local_18;
  float local_14;
  float local_10;
  
  if (((byte)param_2[0x14d] & 0x10) != 0) {
    CBaseEntity::CalcAbsoluteVelocity((CBaseEntity *)param_2);
  }
  fVar5 = *(float *)(param_2 + 0x274);
  fVar1 = *(float *)(param_2 + 0x278);
  fVar2 = *(float *)(param_2 + 0x27c);
  if (((byte)param_1[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
  }
  if (((byte)param_2[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_2);
  }
  local_14 = *(float *)(param_2 + 0x2e4) - *(float *)(param_1 + 0x2e4);
  local_10 = *(float *)(param_2 + 0x2e8) - *(float *)(param_1 + 0x2e8);
  local_18 = *(float *)(param_2 + 0x2e0) - *(float *)(param_1 + 0x2e0);
  VectorNormalize((Vector *)&local_18);
  bVar3 = false;
  fVar4 = fVar5 * fVar5 + fVar1 * fVar1 + fVar2 * fVar2;
  if (576.0 < fVar4) {
    fVar5 = fVar1 * local_14 + fVar5 * local_18 + fVar2 * local_10;
    bVar3 = fVar4 * 0.5 < fVar5 * fVar5;
  }
  return bVar3;
}

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)