CTerrorPlayer::SetClass
0x0099a780 · 1843 bytes · __thiscall
_ZN13CTerrorPlayer8SetClassE15ZombieClassType
Decompiled
undefined (2 params)
/* CTerrorPlayer::SetClass(ZombieClassType) */
void __thiscall CTerrorPlayer::SetClass(CTerrorPlayer *this,int param_2)
{
CBaseEdict *pCVar1;
undefined4 uVar2;
int iVar3;
longdouble lVar4;
iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if (iVar3 == 3) {
SetClass(ZombieClassType)::s_zombieID = SetClass(ZombieClassType)::s_zombieID + 1;
if (0x400 < SetClass(ZombieClassType)::s_zombieID) {
SetClass(ZombieClassType)::s_zombieID = 1;
}
*(int *)(this + 0x2ba8) = SetClass(ZombieClassType)::s_zombieID;
if (param_2 != *(int *)(this + 0x2ba4)) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
}
*(int *)(this + 0x2ba4) = param_2;
}
if (*(CHintMessageQueue **)(this + 0x238c) != (CHintMessageQueue *)0x0) {
CHintMessageQueue::Reset(*(CHintMessageQueue **)(this + 0x238c));
}
if (this[0x121] != (CTerrorPlayer)0x0) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
}
this[0x121] = (CTerrorPlayer)0x0;
}
if (this[0x120] != (CTerrorPlayer)0x0) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
}
this[0x120] = (CTerrorPlayer)0x0;
}
if (this[0x124] != (CTerrorPlayer)0xff) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
}
this[0x124] = (CTerrorPlayer)0xff;
}
if (this[0x125] != (CTerrorPlayer)0xff) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
}
this[0x125] = (CTerrorPlayer)0xff;
}
if (this[0x126] != (CTerrorPlayer)0xff) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
}
this[0x126] = (CTerrorPlayer)0xff;
}
if (this[0x127] != (CTerrorPlayer)0xff) {
if (this[0x6c] == (CTerrorPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
}
this[0x127] = (CTerrorPlayer)0xff;
}
(**(code **)(*(int *)this + 0x8a8))(this);
switch(param_2) {
case 1:
iVar3 = (int)*(float *)(ZombieGasHealth._28_4_ + 0x2c);
if (iVar3 != *(int *)(this + 0x100)) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
uVar2 = ZombieGasHealth._28_4_;
*(int *)(this + 0x100) = iVar3;
iVar3 = (int)*(float *)(uVar2 + 0x2c);
}
if (*(int *)(this + 0xfc) != iVar3) {
(**(code **)(*(int *)this + 0x20c))(this,this + 0xfc);
*(int *)(this + 0xfc) = iVar3;
}
(**(code **)(*(int *)this + 0x6c0))(this,"weapon_smoker_claw",0,1,0);
break;
case 2:
iVar3 = (int)*(float *)(ZombieExplodingHealth._28_4_ + 0x2c);
if (iVar3 != *(int *)(this + 0x100)) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
uVar2 = ZombieExplodingHealth._28_4_;
*(int *)(this + 0x100) = iVar3;
iVar3 = (int)*(float *)(uVar2 + 0x2c);
}
if (*(int *)(this + 0xfc) != iVar3) {
(**(code **)(*(int *)this + 0x20c))(this,this + 0xfc);
*(int *)(this + 0xfc) = iVar3;
}
(**(code **)(*(int *)this + 0x6c0))(this,"weapon_boomer_claw",0,1,0);
break;
case 3:
iVar3 = (int)*(float *)(ZombieHunterHealth._28_4_ + 0x2c);
if (iVar3 != *(int *)(this + 0x100)) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
uVar2 = ZombieHunterHealth._28_4_;
*(int *)(this + 0x100) = iVar3;
iVar3 = (int)*(float *)(uVar2 + 0x2c);
}
if (*(int *)(this + 0xfc) != iVar3) {
(**(code **)(*(int *)this + 0x20c))(this,this + 0xfc);
*(int *)(this + 0xfc) = iVar3;
}
(**(code **)(*(int *)this + 0x6c0))(this,"weapon_hunter_claw",0,1,0);
break;
case 4:
iVar3 = (int)*(float *)(z_spitter_health._28_4_ + 0x2c);
if (iVar3 != *(int *)(this + 0x100)) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
uVar2 = z_spitter_health._28_4_;
*(int *)(this + 0x100) = iVar3;
iVar3 = (int)*(float *)(uVar2 + 0x2c);
}
if (*(int *)(this + 0xfc) != iVar3) {
(**(code **)(*(int *)this + 0x20c))(this,this + 0xfc);
*(int *)(this + 0xfc) = iVar3;
}
(**(code **)(*(int *)this + 0x6c0))(this,"weapon_spitter_claw",0,1,0);
break;
case 5:
iVar3 = (int)*(float *)(z_jockey_health._28_4_ + 0x2c);
if (iVar3 != *(int *)(this + 0x100)) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
uVar2 = z_jockey_health._28_4_;
*(int *)(this + 0x100) = iVar3;
iVar3 = (int)*(float *)(uVar2 + 0x2c);
}
if (iVar3 != *(int *)(this + 0xfc)) {
(**(code **)(*(int *)this + 0x20c))(this,this + 0xfc);
*(int *)(this + 0xfc) = iVar3;
}
(**(code **)(*(int *)this + 0x6c0))(this,"weapon_jockey_claw",0,1,0);
break;
case 6:
iVar3 = (int)*(float *)(z_charger_health._28_4_ + 0x2c);
if (iVar3 != *(int *)(this + 0x100)) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
uVar2 = z_charger_health._28_4_;
*(int *)(this + 0x100) = iVar3;
iVar3 = (int)*(float *)(uVar2 + 0x2c);
}
if (*(int *)(this + 0xfc) != iVar3) {
(**(code **)(*(int *)this + 0x20c))(this,this + 0xfc);
*(int *)(this + 0xfc) = iVar3;
}
(**(code **)(*(int *)this + 0x6c0))(this,"weapon_charger_claw",0,1,0);
break;
case 8:
lVar4 = (longdouble)CDirector::GetTankHealth(TheDirector);
iVar3 = (int)lVar4;
if (iVar3 != *(int *)(this + 0x100)) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(int *)(this + 0x100) = iVar3;
}
if (*(int *)(this + 0xfc) != iVar3) {
(**(code **)(*(int *)this + 0x20c))(this,this + 0xfc);
*(int *)(this + 0xfc) = iVar3;
}
(**(code **)(*(int *)this + 0x6c0))(this,"weapon_tank_claw",0,1,0);
}
if (((this[0x3fe1] != (CTerrorPlayer)0x0) && (iVar3 = *(int *)(this + 0x3fe4), 0 < iVar3)) &&
(iVar3 != *(int *)(this + 0x100))) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(int *)(this + 0x100) = iVar3;
}
CDirector::OnZombieAdded(TheDirector,this);
iVar3 = (**(code **)(*(int *)this + 0x544))(this);
if (iVar3 == 8) {
lVar4 = (longdouble)CountdownTimer::Now();
if ((float)lVar4 + 2.0 != *(float *)(this + 0x30a0)) {
(**(code **)(*(int *)(this + 0x3098) + 4))(this + 0x3098,this + 0x30a0);
*(float *)(this + 0x30a0) = (float)lVar4 + 2.0;
}
if (*(float *)(this + 0x309c) != 2.0) {
(**(code **)(*(int *)(this + 0x3098) + 4))(this + 0x3098,this + 0x309c);
*(undefined4 *)(this + 0x309c) = 0x40000000;
}
}
}
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.