L L4D2node

ZombieManager::OnFinaleStart

0x00a59570 · 143 bytes · __thiscall

_ZN13ZombieManager13OnFinaleStartEv

Decompiled

undefined (1 param)

/* ZombieManager::OnFinaleStart() */

void __thiscall ZombieManager::OnFinaleStart(ZombieManager *this)

{
  int iVar1;
  ZombieManager *pZVar2;
  
  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;
      pZVar2 = pZVar2 + 0xc;
      if (iVar1 == 0xdc) {
        return;
      }
    }
    iVar1 = iVar1 + 0x14;
    (**(code **)(*(int *)pZVar2 + 4))(pZVar2,pZVar2 + 8);
    *(undefined4 *)(this + (int)(pZVar2 + (8 - (int)this))) = 0xbf800000;
    pZVar2 = pZVar2 + 0xc;
  } while (iVar1 != 0xdc);
  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)