L L4D2node

Infected::IsStumbling

0x00a10c00 · 61 bytes · __thiscall

_ZNK8Infected11IsStumblingEv

Decompiled

undefined (1 param)

/* Infected::IsStumbling() const */

undefined4 __thiscall Infected::IsStumbling(Infected *this)

{
  int *piVar1;
  int iVar2;
  undefined4 uVar3;
  uint uVar4;
  
  piVar1 = (int *)(**(code **)(*(int *)this + 0x594))(this);
  iVar2 = (**(code **)(*piVar1 + 0xe0))(piVar1);
  uVar3 = 0;
  if (iVar2 - 0x26dU < 0x17) {
    uVar4 = 1 << ((byte)(iVar2 - 0x26dU) & 0x1f);
    uVar3 = CONCAT31((int3)(uVar4 >> 8),(uVar4 & 0x7f000f) != 0);
  }
  return uVar3;
}

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)