L L4D2node

ZombieManager::RelocateZombie

0x00a5e530 · 966 bytes · __thiscall

_ZN13ZombieManager14RelocateZombieEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* ZombieManager::RelocateZombie(CTerrorPlayer*) */

undefined4 __thiscall ZombieManager::RelocateZombie(ZombieManager *this,CTerrorPlayer *param_1)

{
  code *pcVar1;
  float fVar2;
  float fVar3;
  CBaseEntity *pCVar4;
  char cVar5;
  int iVar6;
  undefined4 uVar7;
  int *piVar8;
  undefined4 uVar9;
  undefined8 uVar10;
  float local_60;
  float local_5c;
  float local_58;
  undefined4 local_54;
  undefined4 local_50;
  undefined4 local_4c;
  float local_48;
  float local_44;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  undefined4 local_30;
  undefined1 local_2c;
  CBaseEntity *local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  cVar5 = (**(code **)(*(int *)param_1 + 300))(param_1);
  if ((cVar5 != '\0') &&
     (((iVar6 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1), iVar6 != 3 ||
       (iVar6 = (**(code **)(*(int *)param_1 + 0x544))(param_1), iVar6 != 8)) &&
      (iVar6 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1), iVar6 == 3)))) {
    uVar7 = (**(code **)(*(int *)param_1 + 0x544))(param_1);
    piVar8 = (int *)CollectSpawnAreas(this,3);
    if (piVar8[3] != 0) {
      iVar6 = RandomInt(0,piVar8[3] + -1);
      uVar9 = *(undefined4 *)(*piVar8 + iVar6 * 4);
      uVar10 = CONCAT44(uVar7,uVar9);
      TerrorNavArea::FindRandomSpot();
      local_60 = local_3c;
      local_5c = local_38;
      local_58 = local_34 + 5.0;
      uVar7 = (**(code **)(*(int *)param_1 + 0x544))(param_1,uVar10);
      uVar7 = CanZombieSpawnHere(this,&local_60,uVar9,uVar7,0,param_1);
      if ((char)uVar7 == '\0') {
        if (*(int *)(ZombieDebug._28_4_ + 0x30) == 0) {
          return uVar7;
        }
        uVar9 = (**(code **)(*(int *)param_1 + 0x544))(param_1);
        uVar9 = ZombieClassName(uVar9);
        Msg("RelocateOrCullZombie: Spot blocked (%.0f, %.0f, %.0f) for a %s%s\n",(double)local_60,
            (double)local_5c,(double)local_58,"(mob) ",uVar9);
        return uVar7;
      }
      if (((byte)param_1[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
      }
      local_54 = *(undefined4 *)(param_1 + 0x37c);
      local_30 = 2;
      local_2c = 1;
      local_28 = (CBaseEntity *)0x0;
      local_3c = local_60;
      local_50 = *(undefined4 *)(param_1 + 0x380);
      local_38 = local_5c;
      local_24 = 0x4e6e6b28;
      local_34 = local_58;
      local_4c = *(undefined4 *)(param_1 + 900);
      local_20 = 0;
      ForEachPlayer<ClosestPlayerScan>((ClosestPlayerScan *)&local_3c);
      pCVar4 = local_28;
      if (local_28 != (CBaseEntity *)0x0) {
        if (((byte)local_28[0x14d] & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition(local_28);
        }
        local_48 = *(float *)(pCVar4 + 0x2e0) - local_60;
        local_44 = *(float *)(pCVar4 + 0x2e4) - local_5c;
        local_40 = *(float *)(pCVar4 + 0x2e8) - local_58;
        VectorAngles((Vector *)&local_48,(QAngle *)&local_54);
      }
      (**(code **)(*(int *)param_1 + 0x1dc))(param_1,&local_60,&local_54,&vec3_origin);
      fVar3 = DAT_01053d44;
      fVar2 = DAT_01053d40;
      if (((vec3_angle != *(float *)(param_1 + 0x1ab0)) ||
          (DAT_01053d40 != *(float *)(param_1 + 0x1ab4))) ||
         (DAT_01053d44 != *(float *)(param_1 + 0x1ab8))) {
        (**(code **)(*(int *)(param_1 + 0x1a40) + 4))(param_1 + 0x1a40,param_1 + 0x1ab0);
        *(float *)(param_1 + 0x1ab0) = vec3_angle;
        *(float *)(param_1 + 0x1ab4) = fVar2;
        *(float *)(param_1 + 0x1ab8) = fVar3;
      }
      CTerrorGameRules::OnPlayerTeleported(g_pGameRules,param_1);
      piVar8 = (int *)(**(code **)(*gameeventmanager + 0x1c))(gameeventmanager,"relocated",0,0);
      if (piVar8 == (int *)0x0) {
        return uVar7;
      }
      pcVar1 = *(code **)(*piVar8 + 0x30);
      uVar9 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
      (*pcVar1)(piVar8,"userid",uVar9);
      (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar8,0);
      return uVar7;
    }
  }
  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)