L L4D2node

CTerrorPlayer::GetRearLineOfScrimmageFlow

0x009a0120 · 44 bytes · __thiscall

_ZNK13CTerrorPlayer26GetRearLineOfScrimmageFlowEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::GetRearLineOfScrimmageFlow() const */

longdouble __thiscall CTerrorPlayer::GetRearLineOfScrimmageFlow(CTerrorPlayer *this)

{
  float fVar1;
  
  fVar1 = -1.0;
  if (*(int *)(this + 0x2c14) == 1) {
    fVar1 = *(float *)(this + 0x2be0);
  }
  return (longdouble)fVar1;
}

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)