L L4D2node

ZombieBotBody::IsPostureMobile

0x00a4b4c0 · 30 bytes · __thiscall

_ZNK13ZombieBotBody15IsPostureMobileEv

Decompiled

undefined (1 param)

/* ZombieBotBody::IsPostureMobile() const */

bool __thiscall ZombieBotBody::IsPostureMobile(ZombieBotBody *this)

{
  bool bVar1;
  
  bVar1 = false;
  if ((this[0x48] == (ZombieBotBody)0x0) && (*(int *)(this + 0x44) != 2)) {
    bVar1 = *(int *)(this + 0x44) != 4;
  }
  return bVar1;
}

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)