L L4D2node

CTerrorPlayer::SetClassState

0x009a22d0 · 210 bytes · __thiscall

_ZN13CTerrorPlayer13SetClassStateE20ZombieClassStateType

Decompiled

undefined (2 params)

/* CTerrorPlayer::SetClassState(ZombieClassStateType) */

void __thiscall CTerrorPlayer::SetClassState(CTerrorPlayer *param_1,int param_2)

{
  CBaseEdict *this;
  int iVar1;
  longdouble lVar2;
  
  if (*(int *)(param_1 + 0x2e88) != param_2) {
    if (param_1[0x6c] == (CTerrorPlayer)0x0) {
      this = *(CBaseEdict **)(param_1 + 0x30);
      if (this != (CBaseEdict *)0x0) {
        *(uint *)this = *(uint *)this | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
    }
    else {
      param_1[0x70] = (CTerrorPlayer)((byte)param_1[0x70] | 1);
    }
    *(int *)(param_1 + 0x2e88) = param_2;
    lVar2 = (longdouble)IntervalTimer::Now();
    if ((float)lVar2 != *(float *)(param_1 + 0x2e9c)) {
      (**(code **)(*(int *)(param_1 + 0x2e98) + 4))(param_1 + 0x2e98,param_1 + 0x2e9c);
      *(float *)(param_1 + 0x2e9c) = (float)lVar2;
    }
    iVar1 = *(int *)(param_1 + 0x2e88);
    if (iVar1 == 0) {
      OnZombieStateNormal(param_1);
      return;
    }
    if (iVar1 == 1) {
      OnZombieStateAlert(param_1);
      return;
    }
    if (iVar1 == 2) {
      OnZombieStateEngaged(param_1);
      return;
    }
  }
  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)