L L4D2node

InfectedShoved::IsAbleToBlockMovementOf

0x00a1abb0 · 145 bytes · __thiscall

_ZNK14InfectedShoved23IsAbleToBlockMovementOfEPK8INextBot

Decompiled

undefined (2 params)

/* InfectedShoved::IsAbleToBlockMovementOf(INextBot const*) const */

undefined4 __thiscall
InfectedShoved::IsAbleToBlockMovementOf(InfectedShoved *this,INextBot *param_1)

{
  char cVar1;
  int *piVar2;
  
  if (((param_1 != (INextBot *)0x0) &&
      (piVar2 = (int *)(**(code **)(*(int *)param_1 + 0xc4))(param_1), piVar2 != (int *)0x0)) &&
     ((cVar1 = (**(code **)(*piVar2 + 0xe4))(piVar2,0x26d), cVar1 != '\0' ||
      (((cVar1 = (**(code **)(*piVar2 + 0xe4))(piVar2,0x26e), cVar1 != '\0' ||
        (cVar1 = (**(code **)(*piVar2 + 0xe4))(piVar2,0x26f), cVar1 != '\0')) ||
       (cVar1 = (**(code **)(*piVar2 + 0xe4))(piVar2,0x270), cVar1 != '\0')))))) {
    return 0;
  }
  return 1;
}

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)