L L4D2node

ZombieManager::IsFallenSurvivorAllowed

0x00a5a0a0 · 122 bytes · __thiscall

_ZNK13ZombieManager23IsFallenSurvivorAllowedEv

Decompiled

undefined (1 param)

/* ZombieManager::IsFallenSurvivorAllowed() const */

bool __thiscall ZombieManager::IsFallenSurvivorAllowed(ZombieManager *this)

{
  bool bVar1;
  longdouble extraout_ST0;
  float fVar2;
  
  bVar1 = false;
  if (*(int *)(this + 8) <= *(int *)(z_fallen_max_count._28_4_ + 0x30)) {
    fVar2 = *(float *)(this + 0x14);
    bVar1 = true;
    if (0.0 < fVar2) {
      CountdownTimer::Now();
      fVar2 = (fVar2 - (float)extraout_ST0) / *(float *)(this + 0x10);
      if (1.0 <= fVar2) {
        fVar2 = 1.0;
      }
      if (fVar2 <= 0.0) {
        fVar2 = 0.0;
      }
      return fVar2 <= 0.0;
    }
  }
  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)