CDirector::OnZombieRemoved
0x00881180 · 487 bytes · __thiscall
_ZN9CDirector15OnZombieRemovedEP13CTerrorPlayer
Decompiled
undefined (2 params)
/* CDirector::OnZombieRemoved(CTerrorPlayer*) */
void __thiscall CDirector::OnZombieRemoved(CDirector *this,CTerrorPlayer *param_1)
{
int *piVar1;
float fVar2;
int iVar3;
longdouble lVar4;
CTerrorPlayer *local_20 [4];
if ((param_1 != (CTerrorPlayer *)0x0) &&
(iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1), iVar3 == 3)) {
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
if ((iVar3 == 3) &&
((iVar3 = (**(code **)(*(int *)param_1 + 0x544))(param_1), iVar3 == 8 &&
(*(int *)(this + 0x1c0) != 0)))) {
iVar3 = *(int *)(this + 0x1c0) + -1;
*(int *)(this + 0x1c0) = iVar3;
DevMsg("Tank Count = %d\n",iVar3);
local_20[0] = param_1;
ForEachTerrorPlayer<ZombieDeathNotification>((ZombieDeathNotification *)local_20);
if (*(int *)(this + 0x1c0) == 0) {
QueueEntitiesToFadeOut(this);
}
}
if ((CTerrorPlayer::gm_bBeingCulled == '\0') &&
((iVar3 = (**(code **)(*(int *)param_1 + 0x544))(param_1), -1 < iVar3 ||
(iVar3 = (**(code **)(*(int *)param_1 + 0x544))(param_1), iVar3 < 9)))) {
iVar3 = (**(code **)(*(int *)param_1 + 0x544))(param_1);
iVar3 = iVar3 * 8;
lVar4 = (longdouble)IntervalTimer::Now();
if ((float)lVar4 != *(float *)(this + iVar3 + 0x2b0)) {
(**(code **)(*(int *)(this + iVar3 + 0x2ac) + 4))(this + iVar3 + 0x2ac,this + iVar3 + 0x2b0)
;
*(float *)(this + iVar3 + 0x2b0) = (float)lVar4;
}
}
if (-1 < *(int *)(param_1 + 0x3ffc)) {
if (*(int *)(param_1 + 0x3ffc) < *(int *)(this + 0x370)) {
lVar4 = (longdouble)GetSpecialSlotCountdownTime(this);
fVar2 = (float)lVar4;
piVar1 = (int *)(*(int *)(this + 0x33c) + *(int *)(param_1 + 0x3ffc) * 0xc);
lVar4 = (longdouble)CountdownTimer::Now();
if ((float)lVar4 + fVar2 != (float)piVar1[2]) {
(**(code **)(*piVar1 + 4))(piVar1,piVar1 + 2);
piVar1[2] = (int)((float)lVar4 + fVar2);
}
if (fVar2 != (float)piVar1[1]) {
(**(code **)(*piVar1 + 4))(piVar1,piVar1 + 1);
piVar1[1] = (int)fVar2;
}
}
*(undefined4 *)(param_1 + 0x3ffc) = 0xffffffff;
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.