L L4D2node

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 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)