L L4D2node

BoomerHide::Update

0x00a74170 · 207 bytes · __thiscall

_ZN10BoomerHide6UpdateEP6Boomerf

Decompiled

undefined (3 params)

/* BoomerHide::Update(Boomer*, float) */

BoomerHide * __thiscall BoomerHide::Update(BoomerHide *this,Boomer *param_1,float param_2)

{
  char cVar1;
  TerrorNavArea *pTVar2;
  longdouble lVar3;
  
  pTVar2 = (TerrorNavArea *)(**(code **)(*(int *)param_2 + 0x52c))(param_2);
  cVar1 = CDirectorTacticalServices::IsVisibleToTeam
                    (*(CDirectorTacticalServices **)(TheDirector + 0x628),(CBaseEntity *)param_2,2,0
                     ,0.0,pTVar2);
  if (cVar1 != '\0') {
    *(undefined4 *)this = 3;
    *(undefined4 *)(this + 4) = 0;
    *(char **)(this + 8) = "Exposed while hiding!";
    return this;
  }
  lVar3 = (longdouble)CountdownTimer::Now();
  if ((*(float *)(param_1 + 0x3c) <= (float)lVar3) &&
     (cVar1 = Boomer::ShouldBackOff(), cVar1 == '\0')) {
    *(undefined4 *)this = 3;
    *(undefined4 *)(this + 4) = 0;
    *(char **)(this + 8) = "Hiding time is up";
    return this;
  }
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  return this;
}

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)