L L4D2node

CTerrorPlayer::MaterializeFromGhost

0x009c27a0 · 585 bytes · __thiscall

_ZN13CTerrorPlayer20MaterializeFromGhostEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::MaterializeFromGhost() */

void __thiscall CTerrorPlayer::MaterializeFromGhost(CTerrorPlayer *this)

{
  code *pcVar1;
  uint uVar2;
  int iVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  int *piVar6;
  int iVar7;
  int iVar8;
  undefined *puVar9;
  CTerrorPlayer *pCVar10;
  byte bVar11;
  
  bVar11 = 0;
  uVar4 = (**(code **)(*(int *)this + 0x544))(this);
  uVar4 = ZombieClassName(uVar4);
  uVar5 = (**(code **)(*(int *)this + 0xb8))(this);
  UTIL_LogPrintf("%s materialized from spawn mode as a %s\n",uVar5,uVar4);
  iVar8 = 0;
  do {
    iVar3 = iVar8 + 0x2f78;
    iVar8 = iVar8 + 0x34;
    pCVar10 = this + iVar3;
    for (iVar7 = 0xd; iVar7 != 0; iVar7 = iVar7 + -1) {
      *(undefined4 *)pCVar10 = 0;
      pCVar10 = pCVar10 + (uint)bVar11 * -8 + 4;
    }
  } while (iVar8 != 0x104);
  CCSPlayer::EmitPrivateSound((CCSPlayer *)this,"PlayerZombie.BecomeReal");
  CCSPlayer::State_Transition((CCSPlayer *)this,0);
  uVar4 = (**(code **)(*(int *)this + 0x544))(this);
  switch(uVar4) {
  case 1:
    (**(code **)(*(int *)(this + 0x3ab4) + 0x94))(this + 0x3ab4);
    break;
  case 2:
    EmitTrackedSound(this,"BoomerZombie.Gurgle",0.0);
    (**(code **)(*(int *)(this + 0x3ab4) + 0x84))(this + 0x3ab4);
    VisibilityMonitor_AddEntity
              ((CBaseEntity *)this,*(float *)(BoomerNearDist._28_4_ + 0x2c),
               BoomerVisibilityMonitorCallback,(_func_bool_CBaseEntity_ptr_CBasePlayer_ptr *)0x0);
    break;
  case 3:
    (**(code **)(*(int *)(this + 0x3ab4) + 0xa8))(this + 0x3ab4);
    break;
  case 4:
    (**(code **)(*(int *)(this + 0x3ab4) + 0xcc))(this + 0x3ab4);
    break;
  case 5:
    (**(code **)(*(int *)(this + 0x3ab4) + 0xbc))(this + 0x3ab4);
    break;
  case 6:
    (**(code **)(*(int *)(this + 0x3ab4) + 0xe4))(this + 0x3ab4);
  }
  CBaseEntity::PhysicsRemoveTouchedList((CBaseEntity *)this);
  piVar6 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"player_spawn",0,0);
  if (piVar6 != (int *)0x0) {
    pcVar1 = *(code **)(*piVar6 + 0x30);
    uVar4 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(this + 0x30));
    (*pcVar1)(piVar6,"userid",uVar4);
    (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar6,0);
  }
  uVar2 = *(uint *)(this + 0x30bc);
  if ((((uVar2 != 0xffffffff) &&
       (puVar9 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar9 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar9 + 8) == uVar2 >> 0xc)) &&
     (piVar6 = *(int **)(puVar9 + 4), piVar6 != (int *)0x0)) {
    (**(code **)(*piVar6 + 0x340))(piVar6,0x3f800000);
    return;
  }
  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)