L L4D2node

Witch::IsHostileToMe

0x00a481c0 · 333 bytes · __thiscall

_ZNK5Witch13IsHostileToMeEP11CBaseEntity

Decompiled

undefined (2 params)

/* Witch::IsHostileToMe(CBaseEntity*) const */

undefined4 __thiscall Witch::IsHostileToMe(Witch *this,CBaseEntity *param_1)

{
  char cVar1;
  undefined4 uVar2;
  int iVar3;
  int *piVar4;
  CBaseEntity *this_00;
  
  uVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  if ((char)uVar2 != '\0') {
    cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    this_00 = (CBaseEntity *)0x0;
    if (cVar1 != '\0') {
      this_00 = param_1;
    }
    iVar3 = CBaseEntity::GetTeamNumber(this_00);
    if ((iVar3 != 3) &&
       ((cVar1 = IsInCommentaryMode(), cVar1 == '\0' ||
        (cVar1 = (**(code **)(*(int *)this_00 + 0x778))(this_00), cVar1 != '\0')))) {
      iVar3 = (**(code **)(*(int *)this_00 + 0x5f4))(this_00);
      if ((iVar3 != 0) &&
         ((cVar1 = (**(code **)(*(int *)this_00 + 0x41c))(this_00,this,0x3f7ae148), cVar1 != '\0' &&
          (cVar1 = (**(code **)(*(int *)(this + 0x1a3c) + 0x114))
                             (this + 0x1a3c,this_00,
                              *(undefined4 *)(ZombieWitchFlashlightRange._28_4_ + 0x2c)),
          cVar1 != '\0')))) {
        piVar4 = (int *)(**(code **)(*(int *)this + 0x59c))(this);
        cVar1 = (**(code **)(*piVar4 + 0xd0))(piVar4,this_00,0,0);
        if (cVar1 != '\0') {
          return uVar2;
        }
      }
      cVar1 = CTerrorPlayer::IsFiringWeapon((CTerrorPlayer *)this_00);
      if (cVar1 != '\0') {
        return uVar2;
      }
      uVar2 = (**(code **)(*(int *)(this + 0x1a3c) + 0x114))
                        (this + 0x1a3c,this_00,
                         *(undefined4 *)(ZombieWitchPersonalSpace._28_4_ + 0x2c));
      return uVar2;
    }
  }
  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)