L L4D2node

CDirectorTacticalServices::GetCommonInfectedCount

0x008c1bb0 · 162 bytes · __thiscall

_ZNK25CDirectorTacticalServices22GetCommonInfectedCountE23CommonInfectedCountType

Decompiled

undefined (2 params)

/* CDirectorTacticalServices::GetCommonInfectedCount(CommonInfectedCountType) const */

undefined4 __thiscall
CDirectorTacticalServices::GetCommonInfectedCount(undefined4 this,undefined4 param_2)

{
  undefined4 uVar1;
  char cVar2;
  int iVar3;
  uint uVar4;
  int iVar5;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  local_30 = 0;
  local_2c = 0;
  local_28 = 0;
  local_24 = 0;
  local_20 = 0;
  local_34 = param_2;
                    /* try { // try from 008c1be2 to 008c1c24 has its CatchHandler @ 008c1c56 */
  iVar3 = TheNextBots();
  uVar4 = (uint)*(ushort *)(iVar3 + 0x10);
  if (uVar4 != 0xffff) {
    iVar5 = *(int *)(iVar3 + 4);
    do {
      cVar2 = CommonInfectedCollector::operator()
                        ((CommonInfectedCollector *)&local_34,*(INextBot **)(iVar5 + uVar4 * 8));
      if (cVar2 == '\0') break;
      iVar5 = *(int *)(iVar3 + 4);
      uVar4 = (uint)*(ushort *)(iVar5 + 6 + uVar4 * 8);
    } while (uVar4 != 0xffff);
  }
  uVar1 = local_24;
  local_24 = 0;
  CUtlMemory<Infected*,int>::Purge((CUtlMemory<Infected*,int> *)&local_30);
  local_20 = local_30;
  CUtlMemory<Infected*,int>::Purge((CUtlMemory<Infected*,int> *)&local_30);
  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)