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 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.