L L4D2node

Infected::Upkeep

0x00a0c530 · 87 bytes · __thiscall

_ZN8Infected6UpkeepEv

Decompiled

undefined (1 param)

/* Infected::Upkeep() */

void __thiscall Infected::Upkeep(Infected *this)

{
  char cVar1;
  CFuncElevator *this_00;
  
  INextBot::Upkeep((INextBot *)(this + 0x1a3c));
  this_00 = (CFuncElevator *)CBaseEntity::GetGroundEntity((CBaseEntity *)this);
  if (this_00 != (CFuncElevator *)0x0) {
    cVar1 = (**(code **)(*(int *)this_00 + 0x180))(this_00);
    if (cVar1 != '\0') {
      cVar1 = CFuncElevator::IsMoving(this_00);
      if (cVar1 != '\0') {
        this[0x1a48] = (Infected)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)