L L4D2node

CTerrorPlayer::UpdateImpendingCull

0x009fc950 · 325 bytes · __thiscall

_ZN13CTerrorPlayer19UpdateImpendingCullEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::UpdateImpendingCull() */

void __thiscall CTerrorPlayer::UpdateImpendingCull(CTerrorPlayer *this)

{
  char cVar1;
  longdouble lVar2;
  
  if ((this[0x32c4] != (CTerrorPlayer)0x0) && (0.0 < *(float *)(this + 0x32d0))) {
    lVar2 = (longdouble)CountdownTimer::Now();
    if (*(float *)(this + 0x32d0) <= (float)lVar2) {
      cVar1 = (**(code **)(*(int *)this + 0x778))(this);
      if (cVar1 != '\0') {
        cVar1 = CTerrorGameRules::HasPlayerControlledZombies();
        if (cVar1 == '\0') {
          gm_bBeingCulled = 1;
          (**(code **)(*(int *)this + 0x8e0))(this,0);
          gm_bBeingCulled = 0;
        }
      }
      cVar1 = ZombieManager::RelocateZombie(TheZombieManager,this);
      if (cVar1 != '\0') {
        CancelRangeCull(this);
        return;
      }
      lVar2 = (longdouble)CountdownTimer::Now();
      if ((float)lVar2 + 0.5 != *(float *)(this + 0x32d0)) {
        (**(code **)(*(int *)(this + 13000) + 4))(this + 13000,this + 0x32d0);
        *(float *)(this + 0x32d0) = (float)lVar2 + 0.5;
      }
      if (*(float *)(this + 0x32cc) != 0.5) {
        (**(code **)(*(int *)(this + 13000) + 4))(this + 13000,this + 0x32cc);
        *(undefined4 *)(this + 0x32cc) = 0x3f000000;
      }
    }
  }
  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)