CDirector::UpdateMobSpawns
0x0087ae90 · 113 bytes · __thiscall
_ZN9CDirector15UpdateMobSpawnsEv
Decompiled
undefined (1 param)
/* CDirector::UpdateMobSpawns() */
void __thiscall CDirector::UpdateMobSpawns(CDirector *this)
{
char cVar1;
cVar1 = CDirectorSurvivalMode::UpdateSurvival(*(CDirectorSurvivalMode **)(this + 0x640));
if (cVar1 == '\0') {
cVar1 = IsMobRushAllowed(this);
if (cVar1 != '\0') {
cVar1 = CDirectorScavengeMode::UpdateScavengeMobSpawns();
if (cVar1 == '\0') {
cVar1 = CDirectorScriptedEventManager::UpdateFinale
(*(CDirectorScriptedEventManager **)(this + 0x638));
if (cVar1 == '\0') {
cVar1 = CDirectorScriptedEventManager::IsMobRushAllowed
(*(CDirectorScriptedEventManager **)(this + 0x638));
if (cVar1 != '\0') {
SpawnMobs(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.