L L4D2node

ChargerAttack::ShouldEvadeVictim

0x00a890f0 · 212 bytes · __thiscall

_ZN13ChargerAttack17ShouldEvadeVictimEP7ChargerP13CTerrorPlayer

Decompiled

undefined (3 params)

/* ChargerAttack::ShouldEvadeVictim(Charger*, CTerrorPlayer*) */

bool __thiscall
ChargerAttack::ShouldEvadeVictim(ChargerAttack *this,Charger *param_1,CTerrorPlayer *param_2)

{
  float fVar1;
  CTerrorPlayer CVar2;
  bool bVar3;
  
  if (((byte)param_2[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_2);
  }
  fVar1 = *(float *)(param_2 + 0x2e8);
  if (((byte)param_1[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
  }
  bVar3 = false;
  if (36.0 < fVar1 - *(float *)(param_1 + 0x2e8)) {
    if (((byte)param_1[0x14d] & 8) == 0) {
      CVar2 = param_2[0x14d];
    }
    else {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
      CVar2 = param_2[0x14d];
    }
    if (((byte)CVar2 & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_2);
    }
    bVar3 = (*(float *)(param_2 + 0x2e0) - *(float *)(param_1 + 0x2e0)) *
            (*(float *)(param_2 + 0x2e0) - *(float *)(param_1 + 0x2e0)) +
            (*(float *)(param_2 + 0x2e4) - *(float *)(param_1 + 0x2e4)) *
            (*(float *)(param_2 + 0x2e4) - *(float *)(param_1 + 0x2e4)) <= 14400.0;
  }
  return bVar3;
}

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)