L L4D2node

CTerrorPlayer::OnZombieStateEngaged

0x009a2280 · 67 bytes · __thiscall

_ZN13CTerrorPlayer20OnZombieStateEngagedEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::OnZombieStateEngaged() */

void __thiscall CTerrorPlayer::OnZombieStateEngaged(CTerrorPlayer *this)

{
  undefined4 uVar1;
  
  if (*(int *)(ZombieStateDebug._28_4_ + 0x30) != 0) {
    uVar1 = (**(code **)(*(int *)this + 0xb8))(this);
    DevMsg("STATE: Player %s going ENGAGED.\n",uVar1);
  }
                    /* WARNING: Could not recover jumptable at 0x009a22c1. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x81c))();
  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)