L L4D2node

InfectedAlert::OnOtherKilled

0x00a18da0 · 580 bytes · __cdecl

_ZN13InfectedAlert13OnOtherKilledEP8InfectedP20CBaseCombatCharacterRK15CTakeDamageInfo

Decompiled

undefined (3 params)

/* InfectedAlert::OnOtherKilled(Infected*, CBaseCombatCharacter*, CTakeDamageInfo const&) */

Infected *
InfectedAlert::OnOtherKilled
          (Infected *param_1,CBaseCombatCharacter *param_2,CTakeDamageInfo *param_3)

{
  float fVar1;
  uint uVar2;
  char cVar3;
  int iVar4;
  undefined *puVar5;
  int *piVar6;
  undefined4 *puVar7;
  longdouble lVar8;
  CBaseEntity *in_stack_00000010;
  int in_stack_00000014;
  
  if (*(float *)(param_2 + 0x58) <= 0.0) {
    lVar8 = (longdouble)CountdownTimer::Now();
    if ((((*(float *)(param_2 + 0x7c) <= (float)lVar8) &&
         (lVar8 = (longdouble)CountdownTimer::Now(), *(float *)(param_2 + 0x70) <= (float)lVar8)) &&
        (in_stack_00000010 != (CBaseEntity *)0x0)) &&
       (((iVar4 = CBaseEntity::GetTeamNumber(in_stack_00000010), iVar4 == 3 &&
         (uVar2 = *(uint *)(in_stack_00000014 + 0x34), uVar2 != 0xffffffff)) &&
        ((puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc &&
         ((*(uint *)(puVar5 + 8) == uVar2 >> 0xc &&
          (*(CBaseEntity **)(puVar5 + 4) != (CBaseEntity *)0x0)))))))) {
      iVar4 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)(puVar5 + 4));
      cVar3 = IsASurvivorTeam(iVar4);
      if ((cVar3 != '\0') &&
         (((*(int *)(in_stack_00000014 + 0x48) != 0x80 ||
           (cVar3 = (**(code **)(*(int *)(param_3 + 0x1a3c) + 0x11c))
                              (param_3 + 0x1a3c,in_stack_00000010,0x43960000), cVar3 == '\0')) &&
          (cVar3 = (**(code **)(*(int *)param_3 + 0x404))(param_3,in_stack_00000010), cVar3 == '\0')
          ))) {
        piVar6 = (int *)(**(code **)(*(int *)param_3 + 0x59c))(param_3);
        cVar3 = (**(code **)(*piVar6 + 0xf8))(piVar6,in_stack_00000010,0);
        if (cVar3 != '\0') {
          puVar7 = (undefined4 *)(**(code **)(*(int *)in_stack_00000010 + 0x288))(in_stack_00000010)
          ;
          *(undefined4 *)(param_2 + 0x34) = *puVar7;
          *(undefined4 *)(param_2 + 0x38) = puVar7[1];
          *(undefined4 *)(param_2 + 0x3c) = puVar7[2];
          lVar8 = (longdouble)RandomFloat(0x3e99999a,0x40000000);
          fVar1 = (float)lVar8;
          lVar8 = (longdouble)CountdownTimer::Now();
          if ((float)lVar8 + fVar1 != *(float *)(param_2 + 0x7c)) {
            (**(code **)(*(int *)(param_2 + 0x74) + 4))(param_2 + 0x74,param_2 + 0x7c);
            *(float *)(param_2 + 0x7c) = (float)lVar8 + fVar1;
          }
          if (fVar1 != *(float *)(param_2 + 0x78)) {
            (**(code **)(*(int *)(param_2 + 0x74) + 4))(param_2 + 0x74,param_2 + 0x78);
            *(float *)(param_2 + 0x78) = fVar1;
          }
        }
      }
    }
  }
  *(undefined4 *)param_1 = 4;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 1;
  return param_1;
}

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.



        

        

          

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