L L4D2node

ZombieManager::AccumulateSurvivorActiveSet

0x00a5d940 · 198 bytes · __thiscall

_ZNK13ZombieManager27AccumulateSurvivorActiveSetENS_15MobLocationTypeE15ZombieClassTypefP10CUtlVectorIP8CNavArea10CUtlMemoryIS4_iEEb

Decompiled

undefined (6 params)

/* ZombieManager::AccumulateSurvivorActiveSet(ZombieManager::MobLocationType, ZombieClassType,
   float, CUtlVector<CNavArea*, CUtlMemory<CNavArea*, int> >*, bool) const */

void __thiscall
ZombieManager::AccumulateSurvivorActiveSet
          (ZombieManager *this,undefined4 param_2,undefined4 param_3,undefined4 param_4,
          undefined4 param_5,undefined1 param_6)

{
  int iVar1;
  int local_30 [8];
  
  local_30[0] = 0;
  local_30[1] = 0;
  local_30[2] = 0;
  local_30[3] = 0;
  local_30[4] = 0;
                    /* try { // try from 00a5d978 to 00a5d9d2 has its CatchHandler @ 00a5da06 */
  ForEachSurvivor<SurvivorCollector>((SurvivorCollector *)local_30);
  iVar1 = 0;
  if (0 < local_30[3]) {
    do {
      AccumulateSpawnAreaCollection
                (this,*(int *)(local_30[0] + iVar1 * 4) + 0x30e8,param_2,param_3,param_4,param_5,
                 param_6,0);
      iVar1 = iVar1 + 1;
    } while (iVar1 < local_30[3]);
  }
  local_30[3] = 0;
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_30);
  local_30[4] = local_30[0];
  CUtlMemory<CTerrorPlayer*,int>::Purge((CUtlMemory<CTerrorPlayer*,int> *)local_30);
  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)