L L4D2node

CTerrorPlayer::GetRecentPullPlayer

0x009aae40 · 103 bytes · __thiscall

_ZNK13CTerrorPlayer19GetRecentPullPlayerEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::GetRecentPullPlayer() const */

undefined4 __thiscall CTerrorPlayer::GetRecentPullPlayer(CTerrorPlayer *this)

{
  uint uVar1;
  undefined4 uVar2;
  undefined *puVar3;
  longdouble lVar4;
  
  lVar4 = (longdouble)CountdownTimer::Now();
  uVar2 = 0;
  if ((float)lVar4 < *(float *)(this + 0x3294)) {
    uVar1 = *(uint *)(this + 0x3298);
    uVar2 = 0;
    if (((uVar1 != 0xffffffff) &&
        (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
      uVar2 = *(undefined4 *)(puVar3 + 4);
    }
  }
  return uVar2;
}

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)