L L4D2node

BossZombiePlayerBot::IsBehind

0x00a78b60 · 107 bytes · __thiscall

_ZNK19BossZombiePlayerBot8IsBehindEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* BossZombiePlayerBot::IsBehind(CTerrorPlayer*) const */

undefined4 __thiscall
BossZombiePlayerBot::IsBehind(BossZombiePlayerBot *this,CTerrorPlayer *param_1)

{
  longdouble lVar1;
  longdouble lVar2;
  
  if (param_1 != (CTerrorPlayer *)0x0) {
    lVar1 = (longdouble)CTerrorPlayer::GetFlowDistance((CTerrorPlayer *)this,0);
    lVar2 = (longdouble)CTerrorPlayer::GetFlowDistance(param_1,0);
    if ((float)lVar1 + 500.0 < (float)lVar2) {
      return 1;
    }
  }
  return 0;
}

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)