L L4D2node

ZombieManager::OnFallenSurvivorRemoved

0x00a59ff0 · 154 bytes · __thiscall

_ZN13ZombieManager23OnFallenSurvivorRemovedEb

Decompiled

undefined (2 params)

/* ZombieManager::OnFallenSurvivorRemoved(bool) */

void __thiscall ZombieManager::OnFallenSurvivorRemoved(ZombieManager *this,bool param_1)

{
  float fVar1;
  longdouble lVar2;
  
  if (param_1) {
    fVar1 = *(float *)(z_fallen_kill_suppress_time._28_4_ + 0x2c);
    lVar2 = (longdouble)CountdownTimer::Now();
    if ((float)lVar2 + fVar1 != *(float *)(this + 0x14)) {
      (**(code **)(*(int *)(this + 0xc) + 4))(this + 0xc,this + 0x14);
      *(float *)(this + 0x14) = (float)lVar2 + fVar1;
    }
    if (fVar1 != *(float *)(this + 0x10)) {
      (**(code **)(*(int *)(this + 0xc) + 4))(this + 0xc,this + 0x10);
      *(int *)(this + 8) = *(int *)(this + 8) + -1;
      *(float *)(this + 0x10) = fVar1;
      return;
    }
  }
  *(int *)(this + 8) = *(int *)(this + 8) + -1;
  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)