CTerrorPlayer::ClassifyZombie
0x009a9320 · 113 bytes · __cdecl
_ZN13CTerrorPlayer14ClassifyZombieEP11CBaseEntity
Decompiled
undefined (1 param)
/* CTerrorPlayer::ClassifyZombie(CBaseEntity*) */
undefined4 CTerrorPlayer::ClassifyZombie(CBaseEntity *param_1)
{
char cVar1;
int iVar2;
undefined4 uVar3;
int *piVar4;
CBaseEntity *pCVar5;
iVar2 = CBaseEntity::GetTeamNumber(param_1);
if (iVar2 == 3) {
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))(param_1);
if (cVar1 != '\0') {
cVar1 = (**(code **)(*(int *)param_1 + 0x16c))();
pCVar5 = (CBaseEntity *)0x0;
if (cVar1 != '\0') {
pCVar5 = param_1;
}
/* WARNING: Could not recover jumptable at 0x009a9379. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar3 = (**(code **)(*(int *)pCVar5 + 0x544))();
return uVar3;
}
piVar4 = (int *)(**(code **)(*(int *)param_1 + 0x14c))(param_1);
if (piVar4 != (int *)0x0) {
/* WARNING: Could not recover jumptable at 0x009a939a. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar3 = (**(code **)(*piVar4 + 0x544))();
return uVar3;
}
}
return 9;
}
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.