L L4D2node

BossZombiePlayerBot::SetHumanSpectator

0x00a78a60 · 125 bytes · __thiscall

_ZN19BossZombiePlayerBot17SetHumanSpectatorEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* BossZombiePlayerBot::SetHumanSpectator(CTerrorPlayer*) */

undefined4 __thiscall
BossZombiePlayerBot::SetHumanSpectator(BossZombiePlayerBot *this,CTerrorPlayer *param_1)

{
  CBaseEdict *this_00;
  undefined4 uVar1;
  int iVar2;
  int iVar3;
  
  uVar1 = 0;
  if (*(int *)(this + 0x4304) < 1) {
    iVar2 = (**(code **)(*engine + 0x40))(engine,*(undefined4 *)(param_1 + 0x30));
    uVar1 = 1;
    if (iVar2 != *(int *)(this + 0x4304)) {
      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);
      }
      *(int *)(this + 0x4304) = iVar2;
      return 1;
    }
  }
  return uVar1;
}

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)