L L4D2node

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 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)