L L4D2node

CTerrorPlayer::ScriptReviveByDefibrillator

0x009b28c0 · 105 bytes · __thiscall

_ZN13CTerrorPlayer27ScriptReviveByDefibrillatorEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::ScriptReviveByDefibrillator() */

void __thiscall CTerrorPlayer::ScriptReviveByDefibrillator(CTerrorPlayer *this)

{
  CSurvivorDeathModel *pCVar1;
  CTerrorPlayer *pCVar2;
  int iVar3;
  
  iVar3 = 0;
  if (0 < DAT_01016aac) {
    do {
      pCVar1 = *(CSurvivorDeathModel **)(g_DeadSurvivors + iVar3 * 4);
      if ((pCVar1 != (CSurvivorDeathModel *)0x0) &&
         (pCVar2 = (CTerrorPlayer *)GetPlayerByCharacter(*(undefined4 *)(pCVar1 + 0x17d8)),
         this == pCVar2)) {
        OnRevivedByDefibrillator(this,this,pCVar1);
        return;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < DAT_01016aac);
  }
  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)