L L4D2node

Infected::IsValidHitgroupForWound

0x00a0e9e0 · 62 bytes · __thiscall

_ZN8Infected23IsValidHitgroupForWoundEi

Decompiled

undefined (2 params)

/* Infected::IsValidHitgroupForWound(int) */

undefined4 __thiscall Infected::IsValidHitgroupForWound(Infected *this,int param_1)

{
  undefined4 uVar1;
  
  uVar1 = 1;
  if ((((((byte)this[0x1c75] & 8) != 0) && (param_1 != 1)) &&
      (uVar1 = 0, *(int *)(this + 0x1cf4) == -1)) && (*(int *)(this + 0x1cf8) == -1)) {
    return CONCAT31((int3)(param_1 - 6U >> 8),1 < param_1 - 6U);
  }
  return uVar1;
}

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)