CTerrorPlayer::UpdateZombieIncapacitation
0x009fdcc0 · 441 bytes · __thiscall
_ZN13CTerrorPlayer26UpdateZombieIncapacitationEv
Decompiled
undefined (1 param)
/* CTerrorPlayer::UpdateZombieIncapacitation() */
void __thiscall CTerrorPlayer::UpdateZombieIncapacitation(CTerrorPlayer *this)
{
uint uVar1;
byte *pbVar2;
int *piVar3;
CBaseEntity *pCVar4;
CBaseEntity *pCVar5;
undefined4 uVar6;
int iVar7;
undefined *puVar8;
float local_70;
CTakeDamageInfo local_6c [96];
local_70 = *(float *)(ZombieHulkIncapacitatedDecayRate._28_4_ + 0x2c);
if ((this[0x488] != (CTerrorPlayer)0x0) &&
((iVar7 = CMultiPlayerAnimState::GetMainActivity(*(CMultiPlayerAnimState **)(this + 0x2910)),
iVar7 == 0x29d ||
(iVar7 = CMultiPlayerAnimState::GetMainActivity(*(CMultiPlayerAnimState **)(this + 0x2910)),
iVar7 == 0x29b)))) {
local_70 = *(float *)(ZombieHulkIncapacitatedHealth._28_4_ + 0x2c);
}
if (*(int *)(l4d_show_incapupdate._28_4_ + 0x30) != 0) {
uVar6 = (**(code **)(*(int *)this + 0x5ac))(this);
Msg("%s: delta = %f\n",uVar6,(double)local_70);
}
uVar1 = *(uint *)(this + 0x2da8);
if ((((uVar1 == 0xffffffff) ||
(puVar8 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar8 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar8 + 8) != uVar1 >> 0xc)) ||
(pCVar5 = *(CBaseEntity **)(puVar8 + 4), pCVar4 = pCVar5, pCVar5 == (CBaseEntity *)0x0)) {
pbVar2 = *(byte **)(gpGlobals + 0x58);
if (((pbVar2 == (byte *)0x0) || ((*pbVar2 & 2) != 0)) ||
(piVar3 = *(int **)(pbVar2 + 0xc), piVar3 == (int *)0x0)) {
pCVar4 = (CBaseEntity *)0x0;
pCVar5 = (CBaseEntity *)0x0;
}
else {
pCVar4 = (CBaseEntity *)(**(code **)(*piVar3 + 0x18))(piVar3);
pbVar2 = *(byte **)(gpGlobals + 0x58);
if (((pbVar2 == (byte *)0x0) || ((*pbVar2 & 2) != 0)) ||
(piVar3 = *(int **)(pbVar2 + 0xc), piVar3 == (int *)0x0)) {
pCVar5 = (CBaseEntity *)0x0;
}
else {
pCVar5 = (CBaseEntity *)(**(code **)(*piVar3 + 0x18))(piVar3);
}
}
}
CTakeDamageInfo::CTakeDamageInfo(local_6c,pCVar5,pCVar4,local_70,0x20000,0);
CBaseEntity::TakeDamage((CBaseEntity *)this,local_6c);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.