L L4D2node

Infected::IsNeutral

0x00a0e980 · 87 bytes · __thiscall

_ZNK8Infected9IsNeutralEv

Decompiled

undefined (1 param)

/* Infected::IsNeutral() const */

undefined4 __thiscall Infected::IsNeutral(Infected *this)

{
  int *piVar1;
  int iVar2;
  
  piVar1 = (int *)(**(code **)(*(int *)this + 0x594))(this);
  if (piVar1 == (int *)0x0) {
    return 0;
  }
  iVar2 = (**(code **)(*piVar1 + 0xe0))(piVar1);
  if (iVar2 == 0x250) {
    return 1;
  }
  if (iVar2 < 0x251) {
    if (iVar2 == 0x233) {
      return 1;
    }
    if (iVar2 == 0x237) {
      return 1;
    }
  }
  else {
    if (iVar2 == 600) {
      return 1;
    }
    if (iVar2 == 0x288) {
      return 1;
    }
  }
  return 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)