L L4D2node

ZombieDeath::operator()

0x00970580 · 453 bytes · __thiscall

_ZN11ZombieDeathclEP11CBasePlayer

Decompiled

undefined (2 params)

/* ZombieDeath::TEMPNAMEPLACEHOLDERVALUE(CBasePlayer*) */

undefined4 __thiscall ZombieDeath::operator()(ZombieDeath *this,CBasePlayer *param_1)

{
  CBaseEntity *pCVar1;
  bool bVar2;
  char cVar3;
  int iVar4;
  longdouble lVar5;
  float local_18;
  float local_14;
  float local_10;
  
  cVar3 = (**(code **)(*(int *)param_1 + 300))(param_1);
  if (cVar3 != '\0') {
    iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
    if (iVar4 == 2) {
      pCVar1 = *(CBaseEntity **)this;
      if (((byte)pCVar1[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(pCVar1);
      }
      if (((byte)param_1[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
      }
      local_18 = *(float *)(param_1 + 0x2e0) - *(float *)(pCVar1 + 0x2e0);
      local_14 = *(float *)(param_1 + 0x2e4) - *(float *)(pCVar1 + 0x2e4);
      local_10 = *(float *)(param_1 + 0x2e8) - *(float *)(pCVar1 + 0x2e8);
      lVar5 = (longdouble)VectorNormalize((Vector *)&local_18);
      bVar2 = 1 < *(int *)(this + 4) - 7U;
      if (*(float *)(IntensityEnemyDeathNearRange._28_4_ + 0x2c) <= (float)lVar5) {
        if ((float)lVar5 < *(float *)(IntensityEnemyDeathFarRange._28_4_ + 0x2c)) {
          if (bVar2) {
LAB_009706a8:
            Intensity::Increase((Intensity *)(param_1 + 12000),1);
            return 1;
          }
          Intensity::Increase((Intensity *)(param_1 + 12000),3);
        }
      }
      else {
        if (bVar2) {
          if (*(int *)(this + 4) == 0) {
            pCVar1 = *(CBaseEntity **)this;
            if (((byte)pCVar1[0x14d] & 0x10) != 0) {
              CBaseEntity::CalcAbsoluteVelocity(pCVar1);
            }
            if (*(float *)(pCVar1 + 0x274) * *(float *)(pCVar1 + 0x274) +
                *(float *)(pCVar1 + 0x27c) * *(float *)(pCVar1 + 0x27c) +
                *(float *)(pCVar1 + 0x278) * *(float *)(pCVar1 + 0x278) <= 22500.0)
            goto LAB_009706a8;
          }
          Intensity::Increase((Intensity *)(param_1 + 12000),2);
          return 1;
        }
        Intensity::Increase((Intensity *)(param_1 + 12000),4);
      }
    }
  }
  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)