L L4D2node

BossZombiePlayerBot::IsDebugFilterMatch

0x00a78350 · 105 bytes · __thiscall

_ZNK19BossZombiePlayerBot18IsDebugFilterMatchEPKc

Decompiled

undefined (2 params)

/* BossZombiePlayerBot::IsDebugFilterMatch(char const*) const */

undefined4 __thiscall
BossZombiePlayerBot::IsDebugFilterMatch(BossZombiePlayerBot *this,char *param_1)

{
  undefined4 uVar1;
  char *pcVar2;
  int iVar3;
  
  uVar1 = (**(code **)(*(int *)this + 0x544))(this);
  pcVar2 = (char *)ZombieClassName(uVar1);
  if (pcVar2 != (char *)0x0) {
    iVar3 = _V_strlen(param_1);
    iVar3 = V_strnicmp(param_1,pcVar2,iVar3);
    if (iVar3 == 0) {
      return 1;
    }
  }
  uVar1 = INextBot::IsDebugFilterMatch((INextBot *)(this + 0x4028),param_1);
  return uVar1;
}

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)