L L4D2node

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 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)