L L4D2node

CTerrorPlayer::OnIncapacitatedAttack

0x009a7490 · 315 bytes · __thiscall

_ZN13CTerrorPlayer21OnIncapacitatedAttackEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::OnIncapacitatedAttack() */

void __thiscall CTerrorPlayer::OnIncapacitatedAttack(CTerrorPlayer *this)

{
  code *pcVar1;
  char cVar2;
  int iVar3;
  longdouble lVar4;
  CAI_Concept local_24 [20];
  
  lVar4 = (longdouble)CountdownTimer::Now();
  if (*(float *)(this + 0x30a0) <= (float)lVar4) {
    iVar3 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
    cVar2 = IsASurvivorTeam(iVar3);
    if (cVar2 != '\0') {
      (**(code **)(*(int *)this + 0x850))
                (this,*(undefined4 *)(ZombieNoiseLevelVocalize._28_4_ + 0x2c));
      pcVar1 = *(code **)(*(int *)this + 0x7b4);
      CAI_Concept::CAI_Concept(local_24,"Player.Help");
      (*pcVar1)(this,local_24,1,0,0,0,0);
      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;
      }
    }
  }
  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)