L L4D2node

CDirector::GetZombieAttackDamage

0x00874880 · 195 bytes · __thiscall

_ZNK9CDirector21GetZombieAttackDamageEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* CDirector::GetZombieAttackDamage(CTerrorPlayer*) const */

longdouble __thiscall CDirector::GetZombieAttackDamage(CDirector *this,CTerrorPlayer *param_1)

{
  char cVar1;
  int iVar2;
  float fVar3;
  float local_10 [2];
  
  if (param_1 != (CTerrorPlayer *)0x0) {
    cVar1 = (**(code **)(*(int *)param_1 + 0x7e8))(param_1);
    if (cVar1 != '\0') {
      return (longdouble)*(float *)(z_attack_incapacitated_damage._28_4_ + 0x2c);
    }
    iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
    if ((iVar2 == 3) && (cVar1 = (**(code **)(*(int *)param_1 + 0x550))(param_1), cVar1 != '\0')) {
      fVar3 = *(float *)(z_attack_pz_it_damage._28_4_ + 0x2c);
      goto LAB_0087490f;
    }
  }
  local_10[0] = 1.0;
  CDirectorChallengeMode::GetBaseCommonAttackDamage
            (*(CDirectorChallengeMode **)(this + 0x648),local_10);
  fVar3 = local_10[0];
  iVar2 = GetDifficulty();
  if (iVar2 == 2) {
    fVar3 = fVar3 * 5.0;
  }
  else if (iVar2 == 3) {
    fVar3 = fVar3 * 20.0;
  }
  else if (iVar2 == 1) {
    fVar3 = fVar3 + fVar3;
  }
  if (fVar3 <= 1.0) {
    fVar3 = 1.0;
  }
LAB_0087490f:
  return (longdouble)fVar3;
}

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)