L L4D2node

ZombieBotBody::GetHullHeight

0x00a4b850 · 84 bytes · __thiscall

_ZNK13ZombieBotBody13GetHullHeightEv

Decompiled

undefined (1 param)

/* ZombieBotBody::GetHullHeight() const */

longdouble __thiscall ZombieBotBody::GetHullHeight(ZombieBotBody *this)

{
  int iVar1;
  longdouble lVar2;
  
  iVar1 = (**(code **)(*(int *)this + 0xfc))(this);
  if (0 < iVar1) {
    if (iVar1 < 3) {
                    /* WARNING: Could not recover jumptable at 0x00a4b8a8. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      lVar2 = (longdouble)(**(code **)(*(int *)this + 0x124))();
      return lVar2;
    }
    if (iVar1 == 4) {
      return (longdouble)16.0;
    }
  }
                    /* WARNING: Could not recover jumptable at 0x00a4b890. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  lVar2 = (longdouble)(**(code **)(*(int *)this + 0x120))();
  return lVar2;
}

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)