CDirector::SpawnMobs
0x0087ad70 · 276 bytes · __thiscall
_ZN9CDirector9SpawnMobsEv
Decompiled
undefined (1 param)
/* CDirector::SpawnMobs() */
void __thiscall CDirector::SpawnMobs(CDirector *this)
{
char cVar1;
int iVar2;
longdouble lVar3;
CDirector *this_00;
if ((((**(char **)(this + 0x648) == '\0') ||
(iVar2 = GetScriptValue(this,"NoMobSpawns",0), iVar2 == 0)) &&
(*(int *)(DirectorNoMobs._28_4_ + 0x30) == 0)) &&
((*(int *)(this + 0x194) == 0 && (0.0 < *(float *)(this + 0x29c))))) {
this_00 = this + 0x294;
lVar3 = (longdouble)CountdownTimer::Now();
if (*(float *)(this + 0x29c) <= (float)lVar3) {
if (((*(int *)(this + 0x1c0) < 1) ||
(cVar1 = IsAnySurvivorBypassingTank(this_00), cVar1 != '\0')) ||
(iVar2 = GetScriptValue(this,"ShouldAllowMobsWithTank",0), iVar2 != 0)) {
lVar3 = (longdouble)GetScriptValue(TheDirector,"MobSpawnSize",*(float *)(TheDirector + 900))
;
ZombieManager::SpawnMob(TheZombieManager,(int)lVar3);
}
OnMobRushStart(this);
return;
}
}
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.