L L4D2node

ZombieBotBody::IsActivityLandingAfterFalling

0x00a4e5d0 · 19 bytes · __thiscall

_ZNK13ZombieBotBody29IsActivityLandingAfterFallingE8Activity

Decompiled

undefined (2 params)

/* ZombieBotBody::IsActivityLandingAfterFalling(Activity) const */

undefined4 __thiscall ZombieBotBody::IsActivityLandingAfterFalling(undefined4 this,int param_2)

{
  return CONCAT31((int3)(param_2 - 0x296U >> 8),param_2 - 0x296U < 5);
}

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)