L L4D2node

CTerrorPlayer::NoteIdleState

0x009ad7b0 · 130 bytes · __thiscall

_ZN13CTerrorPlayer13NoteIdleStateEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::NoteIdleState() */

void __thiscall CTerrorPlayer::NoteIdleState(CTerrorPlayer *this)

{
  char cVar1;
  int iVar2;
  
  iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if ((iVar2 == 2) && (cVar1 = (**(code **)(*(int *)this + 300))(this), cVar1 == '\0')) {
    if (this[0x3fcd] == (CTerrorPlayer)0x0) {
      return;
    }
  }
  else {
    iVar2 = (**(code **)(*(int *)this + 0x654))(this);
    if (((iVar2 == 0) ||
        (iVar2 = __dynamic_cast(iVar2,&CBaseEntity::typeinfo,&SurvivorBot::typeinfo,0), iVar2 == 0))
       || (iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), iVar2 != 1)) {
      return;
    }
  }
  this[0x3fcc] = (CTerrorPlayer)0x1;
  return;
}

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)