L L4D2node

ZombieManager::ReplaceTank

0x00a58910 · 496 bytes · __thiscall

_ZN13ZombieManager11ReplaceTankEP13CTerrorPlayerS1_

Decompiled

undefined (3 params)

/* ZombieManager::ReplaceTank(CTerrorPlayer*, CTerrorPlayer*) */

char __thiscall
ZombieManager::ReplaceTank(ZombieManager *this,CTerrorPlayer *param_1,CTerrorPlayer *param_2)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  CTerrorPlayer CVar4;
  char cVar5;
  int iVar6;
  int iVar7;
  
  cVar5 = (**(code **)(*(int *)param_1 + 300))(param_1);
  if (cVar5 != '\0') {
    iVar6 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
    if (iVar6 == 3) {
      iVar6 = (**(code **)(*(int *)param_1 + 0x544))(param_1);
      if ((iVar6 == 8) && (param_2 != (CTerrorPlayer *)0x0)) {
        if (((byte)param_1[0x14d] & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
        }
        CVar4 = param_1[0x1a90];
        uVar1 = *(undefined4 *)(param_1 + 0x2e0);
        uVar2 = *(undefined4 *)(param_1 + 0x2e4);
        uVar3 = *(undefined4 *)(param_1 + 0x2e8);
        iVar6 = *(int *)(param_1 + 0x100);
        CTerrorPlayer::CullZombie(param_1);
        this[5] = (ZombieManager)0x1;
        this[0x288] = (ZombieManager)0x1;
        *(undefined4 *)(this + 0x27c) = uVar1;
        *(undefined4 *)(this + 0x280) = uVar2;
        *(undefined4 *)(this + 0x284) = uVar3;
        g_ZombieClass = 8;
        CCSPlayer::State_Transition((CCSPlayer *)param_2,0);
        (**(code **)(*(int *)param_2 + 100))(param_2);
        this[0x288] = (ZombieManager)0x0;
        if (iVar6 != *(int *)(param_2 + 0x100)) {
          (**(code **)(*(int *)param_2 + 0x214))(param_2,param_2 + 0x100);
          *(int *)(param_2 + 0x100) = iVar6;
        }
        this[5] = (ZombieManager)0x0;
        if (CVar4 != (CTerrorPlayer)0x0) {
          if (param_2[0x1a90] != (CTerrorPlayer)0x1) {
            (**(code **)(*(int *)(param_2 + 0x1a40) + 4))(param_2 + 0x1a40,param_2 + 0x1a90);
            param_2[0x1a90] = (CTerrorPlayer)0x1;
          }
          if (param_2[0x1a91] != (CTerrorPlayer)0x0) {
            (**(code **)(*(int *)(param_2 + 0x1a40) + 4))(param_2 + 0x1a40,param_2 + 0x1a91);
            param_2[0x1a91] = (CTerrorPlayer)0x0;
          }
          CBaseEntity::AddFlag((CBaseEntity *)param_2,2);
          iVar6 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
          iVar7 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
          CBaseEntity::SetCollisionBounds
                    ((CBaseEntity *)param_2,(Vector *)(iVar7 + 0x24),(Vector *)(iVar6 + 0x30));
        }
        (**(code **)(*(int *)param_1 + 0x64c))(param_1,param_2);
        return cVar5;
      }
    }
  }
  return '\0';
}

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)