L L4D2node

CDirector::SpawnAllScavengeItems

0x00873c90 · 206 bytes · __thiscall

_ZN9CDirector21SpawnAllScavengeItemsEv

Decompiled

undefined (1 param)

/* CDirector::SpawnAllScavengeItems() */

void __thiscall CDirector::SpawnAllScavengeItems(CDirector *this)

{
  char cVar1;
  int iVar2;
  inputdata_t *piVar3;
  
  iVar2 = CDirectorScavengeMode::SpawnAllScavengeItemsNonVirtual
                    (*(CDirectorScavengeMode **)(this + 0x644));
  if (iVar2 < 1) {
    *(undefined4 *)(this + 0x3a0) = 0;
    piVar3 = (inputdata_t *)0x0;
    while( true ) {
      piVar3 = (inputdata_t *)
               CGlobalEntityList::FindEntityByClassname
                         ((CGlobalEntityList *)gEntList,(CBaseEntity *)piVar3,
                          "weapon_scavenge_item_spawn");
      if (piVar3 == (inputdata_t *)0x0) break;
      CWeaponScavengeItemSpawn::InputSpawnScavengeItem(piVar3);
      *(int *)(this + 0x3a0) = *(int *)(this + 0x3a0) + 1;
    }
  }
  else {
    *(int *)(this + 0x3a0) = iVar2;
  }
  if (g_pGameRules != (CTerrorGameRules *)0x0) {
    CTerrorGameRules::SetScavengeItemsRemaining(g_pGameRules,*(int *)(this + 0x3a0));
    cVar1 = CTerrorGameRules::IsScavengeMode();
    if (cVar1 != '\0') {
      CTerrorGameRules::SetScavengeItemsGoal(g_pGameRules,*(int *)(this + 0x3a0));
      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)