CTerrorPlayer::CullZombie
0x009a93f0 · 185 bytes · __thiscall
_ZN13CTerrorPlayer10CullZombieEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::CullZombie() */
void __thiscall CTerrorPlayer::CullZombie(CTerrorPlayer *this)
{
code *pcVar1;
CTakeDamageInfo local_7c [108];
CDirector::OnZombieRemoved(TheDirector,this);
this[0x3375] = (CTerrorPlayer)0x1;
this[0x3376] = (CTerrorPlayer)0x1;
if (*(int *)(this + 0x100) != 0) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(undefined4 *)(this + 0x100) = 0;
}
pcVar1 = *(code **)(*(int *)this + 0x130);
CTakeDamageInfo::CTakeDamageInfo(local_7c,(CBaseEntity *)this,(CBaseEntity *)this,0.0,0x1000,0);
(*pcVar1)(this,local_7c);
(**(code **)(*(int *)this + 0x4d8))(this);
CCSPlayer::State_Transition((CCSPlayer *)this,6);
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.