L L4D2node

CDirector::ReleaseLotteryTank

0x00872780 · 128 bytes · __thiscall

_ZN9CDirector18ReleaseLotteryTankEv

Decompiled

undefined (1 param)

/* CDirector::ReleaseLotteryTank() */

void __thiscall CDirector::ReleaseLotteryTank(CDirector *this)

{
  uint uVar1;
  Tank *this_00;
  undefined *puVar2;
  
  uVar1 = *(uint *)(this + 400);
  if ((((uVar1 != 0xffffffff) &&
       (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar2 + 4) != 0)) {
    this_00 = (Tank *)__dynamic_cast(*(int *)(puVar2 + 4),&CBaseEntity::typeinfo,&Tank::typeinfo,0);
    if (this_00 != (Tank *)0x0) {
      Tank::LeaveStasis(this_00);
    }
    *(undefined4 *)(this + 400) = 0xffffffff;
    return;
  }
  return;
}

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)