L L4D2node

InfoChangelevelPlayerCollector::operator()

0x00869780 · 391 bytes · __thiscall

_ZN30InfoChangelevelPlayerCollectorclEP20CBaseCombatCharacter

Decompiled

undefined (2 params)

/* InfoChangelevelPlayerCollector::TEMPNAMEPLACEHOLDERVALUE(CBaseCombatCharacter*) */

undefined4 __thiscall
InfoChangelevelPlayerCollector::operator()
          (InfoChangelevelPlayerCollector *this,CBaseCombatCharacter *param_1)

{
  char cVar1;
  int iVar2;
  CTerrorPlayer *local_10 [2];
  
  cVar1 = (**(code **)(*(int *)param_1 + 300))(param_1);
  if (cVar1 != '\0') {
    cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
    if (cVar1 == '\0') {
      local_10[0] = (CTerrorPlayer *)0x0;
    }
    else {
      local_10[0] = (CTerrorPlayer *)param_1;
      cVar1 = (**(code **)(*(int *)param_1 + 0x558))(param_1);
      if (cVar1 != '\0') {
        return 1;
      }
    }
    iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
    if (iVar2 == 2) {
      if (local_10[0] != (CTerrorPlayer *)0x0) {
        cVar1 = CBaseTrigger::IsTouching(*(CBaseTrigger **)(this + 0x2c),(CBaseEntity *)param_1);
        if ((((cVar1 == '\0') || (param_1[0x186] == (CBaseCombatCharacter)0x8)) ||
            (iVar2 = (**(code **)(*(int *)param_1 + 0x52c))(param_1), iVar2 == 0)) ||
           (iVar2 = (**(code **)(*(int *)param_1 + 0x52c))(param_1),
           (*(byte *)(iVar2 + 0x12d) & 8) == 0)) {
          CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::InsertBefore
                    ((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)(this + 0x14),
                     *(int *)(this + 0x20),local_10);
          this[0x29] = (InfoChangelevelPlayerCollector)0x1;
        }
        else {
          CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>>::InsertBefore
                    ((CUtlVector<CTerrorPlayer*,CUtlMemory<CTerrorPlayer*,int>> *)this,
                     *(int *)(this + 0xc),local_10);
          cVar1 = CDirector::IsAllBotSurvivorTeam();
          if ((cVar1 != '\0') ||
             (cVar1 = (**(code **)(*(int *)local_10[0] + 0x778))(local_10[0]), cVar1 == '\0')) {
            this[0x2a] = (InfoChangelevelPlayerCollector)0x1;
          }
        }
      }
    }
    else if (((iVar2 == 3) &&
             (cVar1 = CBaseTrigger::IsTouching
                                (*(CBaseTrigger **)(this + 0x2c),(CBaseEntity *)param_1),
             cVar1 != '\0')) &&
            ((iVar2 = (**(code **)(*(int *)param_1 + 0x52c))(param_1), iVar2 != 0 &&
             (iVar2 = (**(code **)(*(int *)param_1 + 0x52c))(param_1),
             (*(byte *)(iVar2 + 0x12d) & 8) != 0)))) {
      this[0x28] = (InfoChangelevelPlayerCollector)0x1;
    }
  }
  return 1;
}

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)