L L4D2node

CTerrorPlayer::OnPulledSurvivor

0x009abce0 · 175 bytes · __thiscall

_ZN13CTerrorPlayer16OnPulledSurvivorE21SurvivorCharacterType

Decompiled

undefined (2 params)

/* CTerrorPlayer::OnPulledSurvivor(SurvivorCharacterType) */

void __thiscall CTerrorPlayer::OnPulledSurvivor(CTerrorPlayer *this,uint param_2)

{
  int *piVar1;
  uint uVar2;
  int iVar3;
  CBaseEdict *this_00;
  int iVar4;
  undefined *puVar5;
  
  if (param_2 < 4) {
    uVar2 = *(uint *)(this + 0x33c0);
    if ((((uVar2 != 0xffffffff) &&
         (puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar5 + 8) == uVar2 >> 0xc)) && (*(int *)(puVar5 + 4) != 0)) {
      piVar1 = (int *)(*(int *)(puVar5 + 4) + 0x2f90 + param_2 * 0x34);
      *piVar1 = *piVar1 + 1;
    }
    *(int *)(this + param_2 * 0x34 + 0x2f90) = *(int *)(this + param_2 * 0x34 + 0x2f90) + 1;
    *(int *)(this + 0x3060) = *(int *)(this + 0x3060) + 1;
    iVar3 = *(int *)(this + 0x39c4);
    if (this[0x6c] == (CTerrorPlayer)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar4 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar4 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CTerrorPlayer)((byte)this[0x70] | 1);
    }
    *(int *)(this + 0x39c4) = iVar3 + 1;
  }
  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)