L L4D2node

ZombieBotVision::IsIgnored

0x00a573f0 · 254 bytes · __thiscall

_ZNK15ZombieBotVision9IsIgnoredEP11CBaseEntity

Decompiled

undefined (2 params)

/* ZombieBotVision::IsIgnored(CBaseEntity*) const */

bool __thiscall ZombieBotVision::IsIgnored(ZombieBotVision *this,CBaseEntity *param_1)

{
  char cVar1;
  char cVar2;
  int *piVar3;
  CBaseEntity *pCVar4;
  int iVar5;
  
  cVar1 = IsInCommentaryMode();
  if (((cVar1 == '\0') || (cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1), cVar1 == '\0'))
     || (cVar2 = (**(code **)(*(int *)param_1 + 0x778))(param_1), cVar2 != '\0')) {
    piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
    pCVar4 = (CBaseEntity *)(**(code **)(*piVar3 + 0xb4))(piVar3);
    iVar5 = CBaseEntity::GetTeamNumber(pCVar4);
    if (iVar5 != 4) {
      piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
      piVar3 = (int *)(**(code **)(*piVar3 + 0xb4))(piVar3);
      cVar1 = (**(code **)(*piVar3 + 0x16c))(piVar3);
      if (cVar1 != '\0') {
        return false;
      }
      piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
      piVar3 = (int *)(**(code **)(*piVar3 + 0xc4))(piVar3);
      cVar1 = (**(code **)(*piVar3 + 0x100))(piVar3,0);
      if (cVar1 != '\0') {
        pCVar4 = (CBaseEntity *)(**(code **)(*(int *)param_1 + 0x144))(param_1);
        if (pCVar4 == (CBaseEntity *)0x0) {
          return false;
        }
        iVar5 = CBaseEntity::GetTeamNumber(pCVar4);
        return iVar5 == 3;
      }
    }
    cVar1 = '\x01';
  }
  return (bool)cVar1;
}

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)