L L4D2node

CTerrorPlayer::ShouldAttractAutoAim

0x00997c60 · 171 bytes · __cdecl

_ZN13CTerrorPlayer20ShouldAttractAutoAimEP11CBaseEntity

Decompiled

undefined (1 param)

/* CTerrorPlayer::ShouldAttractAutoAim(CBaseEntity*) */

uint CTerrorPlayer::ShouldAttractAutoAim(CBaseEntity *param_1)

{
  uint uVar1;
  char cVar2;
  uint uVar3;
  int iVar4;
  undefined *puVar5;
  
  uVar3 = (**(code **)(*engine + 0x1f8))(engine);
  if ((char)uVar3 != '\0') {
    uVar1 = *(uint *)(param_1 + 0x3ee0);
    if ((((uVar1 != 0xffffffff) &&
         (puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar5 + 4) != 0)) {
      return uVar3;
    }
    cVar2 = (**(code **)(*(int *)param_1 + 0x558))(param_1);
    if (cVar2 != '\0') {
      return 0;
    }
    iVar4 = CBaseEntity::GetTeamNumber(param_1);
    cVar2 = IsASurvivorTeam(iVar4);
    if (cVar2 != '\0') {
      return 0;
    }
    iVar4 = CBaseEntity::GetTeamNumber(param_1);
    if (iVar4 == 3) {
      return (uint)(*(int *)(param_1 + 0x2ba4) != 2);
    }
  }
  return *(ushort *)(param_1 + 0x152) & 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)