L L4D2node

Infected::IsGroundLevel

0x00a10b70 · 137 bytes · __thiscall

_ZNK8Infected13IsGroundLevelEf

Decompiled

undefined (2 params)

/* Infected::IsGroundLevel(float) const */

void __thiscall Infected::IsGroundLevel(Infected *this,float param_1)

{
  bool bVar1;
  int *piVar2;
  Vector *pVVar3;
  longdouble lVar4;
  
  piVar2 = (int *)(**(code **)(*(int *)this + 0x594))(this);
  bVar1 = (bool)INextBot::IsDebugging((INextBot *)(this + 0x1a3c),0xffff);
  lVar4 = (longdouble)(**(code **)(*piVar2 + 0x124))(piVar2);
  pVVar3 = (Vector *)(**(code **)(*(int *)(this + 0x1a3c) + 0xd4))((INextBot *)(this + 0x1a3c));
  UTIL_IsGroundLevel(param_1,pVVar3,(float)lVar4,0x202420b,(CBaseEntity *)this,bVar1);
  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)