L L4D2node

CTerrorGameRules::GetPlayerZombieDamage

0x00502280 · 41 bytes · __thiscall

_ZN16CTerrorGameRules21GetPlayerZombieDamageE15ZombieClassTypeb

Decompiled

undefined (3 params)

/* CTerrorGameRules::GetPlayerZombieDamage(ZombieClassType, bool) */

undefined4 __thiscall
CTerrorGameRules::GetPlayerZombieDamage(CTerrorGameRules *this,uint param_2,char param_3)

{
  undefined4 uVar1;
  
  uVar1 = 0;
  if (param_2 < 9) {
    if (param_3 == '\0') {
      return *(undefined4 *)(this + param_2 * 4 + 0x330);
    }
    uVar1 = *(undefined4 *)(this + param_2 * 4 + 0x354);
  }
  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)