L L4D2node

ZombieCounter::operator()

0x00970980 · 234 bytes · __thiscall

_ZN13ZombieCounterclEP20CBaseCombatCharacter

Decompiled

undefined (2 params)

/* ZombieCounter::TEMPNAMEPLACEHOLDERVALUE(CBaseCombatCharacter*) */

undefined4 __thiscall ZombieCounter::operator()(ZombieCounter *this,CBaseCombatCharacter *param_1)

{
  uint uVar1;
  char cVar2;
  int iVar3;
  int *piVar4;
  
  cVar2 = (**(code **)(*(int *)param_1 + 300))(param_1);
  if ((cVar2 == '\0') && (this[0x3c] == (ZombieCounter)0x0)) {
    return 1;
  }
  iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
  if (iVar3 != 3) {
    return 1;
  }
  cVar2 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
  if (cVar2 == '\0') {
    piVar4 = (int *)__dynamic_cast(param_1,&CBaseCombatCharacter::typeinfo,&Infected::typeinfo,0);
    if (piVar4 == (int *)0x0) goto LAB_009709f2;
    param_1 = (CBaseCombatCharacter *)0x0;
    iVar3 = (**(code **)(*piVar4 + 0x544))(piVar4);
  }
  else {
    iVar3 = (**(code **)(*(int *)param_1 + 0x544))(param_1);
  }
  uVar1 = iVar3 - 1;
  if (uVar1 < 6) {
    *(int *)(this + uVar1 * 4 + 0xc) = *(int *)(this + uVar1 * 4 + 0xc) + 1;
    cVar2 = (**(code **)(*(int *)param_1 + 300))(param_1);
    if (cVar2 == '\0') {
      return 1;
    }
    *(int *)(this + uVar1 * 4 + 0x24) = *(int *)(this + uVar1 * 4 + 0x24) + 1;
    return 1;
  }
  if (iVar3 == 7) {
    *(int *)(this + 4) = *(int *)(this + 4) + 1;
    return 1;
  }
  if (iVar3 == 8) {
    *(int *)this = *(int *)this + 1;
    return 1;
  }
  if (iVar3 != 0) {
    return 1;
  }
LAB_009709f2:
  *(int *)(this + 8) = *(int *)(this + 8) + 1;
  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)