L L4D2node

WasAttackedFromFront

0x00a0e5f0 · 365 bytes · __cdecl

_Z20WasAttackedFromFrontP8InfectedRK15CTakeDamageInfo

Decompiled

undefined (2 params)

/* WasAttackedFromFront(Infected*, CTakeDamageInfo const&) */

bool WasAttackedFromFront(Infected *param_1,CTakeDamageInfo *param_2)

{
  uint uVar1;
  float *pfVar2;
  float *pfVar3;
  undefined *puVar4;
  int *piVar5;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  Vector local_28 [24];
  
  if (((byte)param_2[0x4a] & 0x20) == 0) {
    uVar1 = *(uint *)(param_2 + 0x30);
    piVar5 = (int *)0x0;
    if (((uVar1 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
      piVar5 = *(int **)(puVar4 + 4);
    }
    pfVar2 = (float *)(**(code **)(*piVar5 + 0x288))(piVar5);
    local_3c = *(float *)(param_2 + 0x10) - pfVar2[1];
    local_40 = *(float *)(param_2 + 0xc) - *pfVar2;
    local_38 = *(float *)(param_2 + 0x14) - pfVar2[2];
  }
  else {
    uVar1 = *(uint *)(param_2 + 0x34);
    piVar5 = (int *)0x0;
    if (((uVar1 != 0xffffffff) &&
        (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
       (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) {
      piVar5 = *(int **)(puVar4 + 4);
    }
    pfVar2 = (float *)(**(code **)(*piVar5 + 0x288))(piVar5);
    pfVar3 = (float *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
    local_40 = *pfVar3 - *pfVar2;
    local_3c = pfVar3[1] - pfVar2[1];
    local_38 = pfVar3[2] - pfVar2[2];
  }
  VectorNormalize((Vector *)&local_40);
  CBaseAnimating::GetAttachment
            ((CBaseAnimating *)param_1,"chest",local_28,(Vector *)&local_34,(Vector *)0x0,
             (Vector *)0x0);
  return local_3c * local_30 + local_40 * local_34 + local_38 * local_2c < 0.0;
}

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)