L L4D2node

Script_IsPlayerABot

0x00b44460 · 104 bytes · __cdecl

_ZL19Script_IsPlayerABotP9HSCRIPT__

Decompiled

undefined (1 param)

/* Script_IsPlayerABot(HSCRIPT__*) */

undefined4 Script_IsPlayerABot(HSCRIPT__ *param_1)

{
  code *pcVar1;
  char cVar2;
  ScriptClassDesc_t *pSVar3;
  int *piVar4;
  undefined4 uVar5;
  
  if (param_1 != (HSCRIPT__ *)0x0) {
    pcVar1 = *(code **)(*g_pScriptVM + 0x68);
    pSVar3 = GetScriptDesc<CBaseEntity>((CBaseEntity *)0x0);
    piVar4 = (int *)(*pcVar1)(g_pScriptVM,param_1,pSVar3);
    if (piVar4 != (int *)0x0) {
      cVar2 = (**(code **)(*piVar4 + 0x16c))(piVar4);
      if (cVar2 != '\0') {
                    /* WARNING: Could not recover jumptable at 0x00b444c9. Too many branches */
                    /* WARNING: Treating indirect jump as call */
        uVar5 = (**(code **)(*piVar4 + 0x778))();
        return uVar5;
      }
    }
  }
  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)