L L4D2node

InfectedDying::IsStumbling

0x00a32210 · 66 bytes · __thiscall

_ZNK13InfectedDying11IsStumblingEP8Infected

Decompiled

undefined (2 params)

/* InfectedDying::IsStumbling(Infected*) const */

undefined4 __thiscall InfectedDying::IsStumbling(InfectedDying *this,Infected *param_1)

{
  int *piVar1;
  int iVar2;
  
  piVar1 = (int *)(**(code **)(*(int *)param_1 + 0x594))(param_1);
  iVar2 = (**(code **)(*piVar1 + 0xe0))(piVar1);
  if ((0x26c < iVar2) && ((iVar2 < 0x271 || (iVar2 - 0x2a2U < 8)))) {
    return 1;
  }
  return 0;
}

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)