L L4D2node

InfectedWander::GetAttentionModifier

0x00a3a950 · 134 bytes · __thiscall

_ZNK14InfectedWander20GetAttentionModifierEP8Infected

Decompiled

undefined (2 params)

/* InfectedWander::GetAttentionModifier(Infected*) const */

longdouble __thiscall InfectedWander::GetAttentionModifier(InfectedWander *this,Infected *param_1)

{
  char cVar1;
  int *piVar2;
  float fVar3;
  
  piVar2 = (int *)(**(code **)(*(int *)param_1 + 0x594))(param_1);
  cVar1 = (**(code **)(*piVar2 + 0x100))(piVar2,4);
  if (cVar1 == '\0') {
    piVar2 = (int *)(**(code **)(*(int *)param_1 + 0x594))(param_1);
    cVar1 = (**(code **)(*piVar2 + 0x100))(piVar2,0);
    fVar3 = 1.0;
    if (cVar1 == '\0') {
      return (longdouble)*(float *)(ZombieAttentionRangeSittingModifier._28_4_ + 0x2c);
    }
  }
  else {
    fVar3 = *(float *)(ZombieAttentionRangeLyingModifier._28_4_ + 0x2c);
  }
  return (longdouble)fVar3;
}

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)