L L4D2node

CTerrorPlayer::IsInvulnerable

0x009a2e40 · 77 bytes · __thiscall

_ZNK13CTerrorPlayer14IsInvulnerableEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::IsInvulnerable() const */

char __thiscall CTerrorPlayer::IsInvulnerable(CTerrorPlayer *this)

{
  char cVar1;
  longdouble extraout_ST0;
  
  cVar1 = (**(code **)(*(int *)this + 0x558))(this);
  if ((cVar1 == '\0') && (cVar1 = '\0', 0.0 < *(float *)(this + 0x2e68))) {
    CountdownTimer::Now();
    cVar1 = (float)extraout_ST0 < *(float *)(this + 0x2e68);
  }
  return cVar1;
}

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)