L L4D2node

ZombieBotVision::GetMinRecognizeTime

0x00a57170 · 88 bytes · __thiscall

_ZNK15ZombieBotVision19GetMinRecognizeTimeEv

Decompiled

undefined (1 param)

/* ZombieBotVision::GetMinRecognizeTime() const */

longdouble __thiscall ZombieBotVision::GetMinRecognizeTime(ZombieBotVision *this)

{
  char cVar1;
  int *piVar2;
  float fVar3;
  
  piVar2 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
  piVar2 = (int *)(**(code **)(*piVar2 + 0xc4))(piVar2);
  cVar1 = (**(code **)(*piVar2 + 0x114))(piVar2,0);
  fVar3 = *(float *)(this + 0x164);
  if (cVar1 == '\0') {
    fVar3 = *(float *)(this + 0x168);
  }
  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)