L L4D2node

Infected::CheckSurvivorVisibility

0x00a10400 · 117 bytes · __thiscall

_ZN8Infected23CheckSurvivorVisibilityEv

Decompiled

undefined (1 param)

/* Infected::CheckSurvivorVisibility() */

void __thiscall Infected::CheckSurvivorVisibility(Infected *this)

{
  int iVar1;
  longdouble lVar2;
  
  iVar1 = (**(code **)(*(int *)this + 0x52c))(this);
  if ((iVar1 != 0) && (*(char *)(iVar1 + 0x7d) != '\0')) {
    lVar2 = (longdouble)IntervalTimer::Now();
    if ((float)lVar2 != *(float *)(this + 0x1cb0)) {
      (**(code **)(*(int *)(this + 0x1cac) + 4))(this + 0x1cac,this + 0x1cb0);
      *(float *)(this + 0x1cb0) = (float)lVar2;
      return;
    }
  }
  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)