L L4D2node

CTerrorPlayer::PlayerZombieAbortControl

0x009c7e40 · 677 bytes · __thiscall

_ZN13CTerrorPlayer24PlayerZombieAbortControlEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::PlayerZombieAbortControl() */

void __thiscall CTerrorPlayer::PlayerZombieAbortControl(CTerrorPlayer *this)

{
  uint uVar1;
  int *piVar2;
  CBaseEntity *pCVar3;
  char cVar4;
  int iVar5;
  undefined *puVar6;
  longdouble lVar7;
  undefined4 uVar8;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_40;
  QAngle local_3c [12];
  float local_30;
  float local_2c;
  float local_28;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  CBaseEntity *local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  iVar5 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (iVar5 == 3) {
    cVar4 = (**(code **)(*(int *)this + 0x558))(this);
    if (cVar4 == '\0') {
      cVar4 = (**(code **)(*(int *)this + 300))(this);
      if ((cVar4 != '\0') && (this[0x32c4] != (CTerrorPlayer)0x0)) {
        uVar1 = *(uint *)(this + 0x30bc);
        this[0x3fe1] = (CTerrorPlayer)0x1;
        puVar6 = g_pEntityList;
        *(undefined4 *)(this + 0x3fe4) = *(undefined4 *)(this + 0x100);
        if ((uVar1 != 0xffffffff) &&
           (((puVar6 = puVar6 + (uVar1 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc &&
             (*(uint *)(puVar6 + 8) == uVar1 >> 0xc)) &&
            (piVar2 = *(int **)(puVar6 + 4), piVar2 != (int *)0x0)))) {
          lVar7 = (longdouble)(**(code **)(*piVar2 + 0x344))(piVar2);
          puVar6 = g_pEntityList;
          uVar1 = *(uint *)(this + 0x30bc);
          iVar5 = 0;
          *(float *)(this + 0x3fe8) = (float)lVar7;
          if (uVar1 != 0xffffffff) {
            puVar6 = puVar6 + (uVar1 & 0xfff) * 0x10;
            if ((puVar6 == (undefined *)0xfffffffc) || (*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) {
              iVar5 = 0;
            }
            else {
              iVar5 = *(int *)(puVar6 + 4);
            }
          }
          uVar8 = 0;
          if (0.0 < *(float *)(iVar5 + 0x458)) {
            uVar8 = *(undefined4 *)(iVar5 + 0x454);
          }
          *(undefined4 *)(this + 0x3fec) = uVar8;
        }
        CCSPlayer::State_Transition((CCSPlayer *)this,8);
      }
    }
    else {
      cVar4 = CTerrorGameRules::HasPlayerControlledZombies();
      if (cVar4 == '\0') {
        local_24 = 0xc61c3c00;
        local_20 = 2;
        local_1c = 0;
        local_18 = (CBaseEntity *)0x0;
        local_14 = 0;
        local_10 = 0;
        ForEachTerrorPlayer<HighestFlowDistance>((HighestFlowDistance *)&local_24);
        pCVar3 = local_18;
        if (local_18 != (CBaseEntity *)0x0) {
          if (((byte)local_18[0x14d] & 8) != 0) {
            CBaseEntity::CalcAbsolutePosition(local_18);
          }
          local_48 = *(undefined4 *)(pCVar3 + 0x2e0);
          local_44 = *(undefined4 *)(pCVar3 + 0x2e4);
          local_40 = *(undefined4 *)(pCVar3 + 0x2e8);
          cVar4 = FindNearbySpawnSpot(this,(Vector *)&local_48,3,false,100.0);
          if (cVar4 == '\0') {
            FindNearbySpawnSpot(this,(Vector *)&local_48,3,false,1000.0);
          }
          CBaseEntity::SetAbsOrigin((CBaseEntity *)this,(Vector *)&local_48);
          if (((byte)this[0x14d] & 8) != 0) {
            CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
          }
          pCVar3 = local_18;
          if (((byte)local_18[0x14d] & 8) != 0) {
            CBaseEntity::CalcAbsolutePosition(local_18);
          }
          local_30 = *(float *)(pCVar3 + 0x2e0) - *(float *)(this + 0x2e0);
          local_2c = *(float *)(pCVar3 + 0x2e4) - *(float *)(this + 0x2e4);
          local_28 = *(float *)(pCVar3 + 0x2e8) - *(float *)(this + 0x2e8);
          VectorAngles((Vector *)&local_30,local_3c);
          CBasePlayer::SnapEyeAngles((CBasePlayer *)this,local_3c);
        }
      }
      else {
        WarpGhostToInitialPosition(this,false);
      }
    }
  }
  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)