CDirector::OnZombieAdded
0x00877560 · 269 bytes · __thiscall
_ZN9CDirector13OnZombieAddedEP13CTerrorPlayer
Decompiled
undefined (2 params)
/* CDirector::OnZombieAdded(CTerrorPlayer*) */
void __thiscall CDirector::OnZombieAdded(CDirector *this,CTerrorPlayer *param_1)
{
float fVar1;
int iVar2;
longdouble lVar3;
CTerrorPlayer *local_10;
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
if (iVar2 == 3) {
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)param_1);
if (iVar2 == 3) {
iVar2 = (**(code **)(*(int *)param_1 + 0x544))(param_1);
if (iVar2 == 8) {
lVar3 = (longdouble)
RandomFloat(*(undefined4 *)(DirectorTankMinInterval._28_4_ + 0x2c),
*(undefined4 *)(DirectorTankMaxInterval._28_4_ + 0x2c));
fVar1 = (float)lVar3;
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + fVar1 != *(float *)(this + 0x174)) {
(**(code **)(*(int *)(this + 0x16c) + 4))(this + 0x16c,this + 0x174);
*(float *)(this + 0x174) = (float)lVar3 + fVar1;
}
if (fVar1 != *(float *)(this + 0x170)) {
(**(code **)(*(int *)(this + 0x16c) + 4))(this + 0x16c,this + 0x170);
*(float *)(this + 0x170) = fVar1;
}
local_10 = param_1;
ForEachTerrorPlayer<ZombieSpawnNotification>((ZombieSpawnNotification *)&local_10);
}
}
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.