L L4D2node

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 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)