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 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.