L L4D2node

BossZombiePlayerBot::OnLeaveActiveState

0x00a786a0 · 166 bytes · __thiscall

_ZN19BossZombiePlayerBot18OnLeaveActiveStateEv

Decompiled

undefined (1 param)

/* BossZombiePlayerBot::OnLeaveActiveState() */

void __thiscall BossZombiePlayerBot::OnLeaveActiveState(BossZombiePlayerBot *this)

{
  CBaseEdict *this_00;
  char cVar1;
  int *piVar2;
  int iVar3;
  
  CTerrorPlayer::OnLeaveActiveState((CTerrorPlayer *)this);
  if (0 < *(int *)(this + 0x4304)) {
    piVar2 = (int *)UTIL_PlayerByUserId(*(int *)(this + 0x4304));
    if (piVar2 != (int *)0x0) {
      cVar1 = (**(code **)(*piVar2 + 0x16c))(piVar2);
      if (cVar1 != '\0') {
        (**(code **)(*piVar2 + 0x8cc))(piVar2,3,8,0);
      }
    }
    if (*(int *)(this + 0x4304) != 0) {
      if (this[0x6c] == (BossZombiePlayerBot)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar3 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar3 + 2) = 0;
        }
      }
      else {
        this[0x70] = (BossZombiePlayerBot)((byte)this[0x70] | 1);
      }
      *(undefined4 *)(this + 0x4304) = 0;
      return;
    }
  }
  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)