ZombieManager::RestartRound
0x00a58720 · 451 bytes · __thiscall
_ZN13ZombieManager12RestartRoundEv
Decompiled
undefined (1 param)
/* ZombieManager::RestartRound() */
void __thiscall ZombieManager::RestartRound(ZombieManager *this)
{
int iVar1;
ZombieManager *pZVar2;
g_IsZombieSpawnMobRush = 0;
this[0x288] = (ZombieManager)0x0;
this[5] = (ZombieManager)0x0;
this[4] = (ZombieManager)0x1;
this[0x28] = (ZombieManager)0x0;
*(undefined4 *)(this + 0x2c) = 0xffffffff;
if (*(float *)(this + 0x20c) != -1.0) {
(**(code **)(*(int *)(this + 0x204) + 4))(this + 0x204,this + 0x20c);
*(undefined4 *)(this + 0x20c) = 0xbf800000;
}
*(undefined4 *)(this + 0x210) = 0;
if (*(float *)(this + 0x230) != -1.0) {
(**(code **)(*(int *)(this + 0x228) + 4))(this + 0x228,this + 0x230);
*(undefined4 *)(this + 0x230) = 0xbf800000;
}
this[0x18] = (ZombieManager)0x0;
*(undefined4 *)(this + 0x234) = 0;
*(undefined4 *)(this + 0x238) = 0;
*(undefined4 *)(this + 0x278) = 0;
if (*(float *)(this + 0x38) != -1.0) {
(**(code **)(*(int *)(this + 0x30) + 4))(this + 0x30,this + 0x38);
*(undefined4 *)(this + 0x38) = 0xbf800000;
}
iVar1 = 0;
pZVar2 = this + 0x14c;
do {
while( true ) {
*(undefined4 *)(this + iVar1 + 0x7c) = 0;
if (*(float *)(this + (int)(pZVar2 + (8 - (int)this))) == -1.0) break;
iVar1 = iVar1 + 0x14;
(**(code **)(*(int *)pZVar2 + 4))(pZVar2,pZVar2 + 8);
*(undefined4 *)(this + (int)(pZVar2 + (8 - (int)this))) = 0xbf800000;
pZVar2 = pZVar2 + 0xc;
if (iVar1 == 0xdc) goto LAB_00a58823;
}
iVar1 = iVar1 + 0x14;
pZVar2 = pZVar2 + 0xc;
} while (iVar1 != 0xdc);
LAB_00a58823:
*(undefined4 *)(this + 8) = 0;
if (*(float *)(this + 0x14) != -1.0) {
(**(code **)(*(int *)(this + 0xc) + 4))(this + 0xc,this + 0x14);
*(undefined4 *)(this + 0x14) = 0xbf800000;
}
*(undefined4 *)(this + 0x6c) = 0xff;
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.