L L4D2node

CTerrorPlayer::ScoreKilledZombie

0x00999510 · 150 bytes · __thiscall

_ZN13CTerrorPlayer17ScoreKilledZombieE15ZombieClassType

Decompiled

undefined (2 params)

/* CTerrorPlayer::ScoreKilledZombie(ZombieClassType) */

void __thiscall CTerrorPlayer::ScoreKilledZombie(CTerrorPlayer *this,int param_2)

{
  int iVar1;
  CBaseEdict *this_00;
  char cVar2;
  int iVar3;
  int local_20 [4];
  
  param_2 = param_2 * 4;
  iVar1 = *(int *)(this + param_2 + 0x38b8) + 1;
  local_20[0] = iVar1;
  iVar3 = memcmp(this + param_2 + 0x38b8,local_20,4);
  if (iVar3 != 0) {
    if (this[0x6c] == (CTerrorPlayer)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
      *(int *)(this + param_2 + 0x38b8) = iVar1;
    }
    else {
      this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
      *(int *)(this + param_2 + 0x38b8) = iVar1;
    }
  }
  cVar2 = (**(code **)(*(int *)this + 0x7e8))(this);
  if (cVar2 != '\0') {
    *(int *)(this + 0x2d98) = *(int *)(this + 0x2d98) + 1;
  }
  return;
}

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)