L L4D2node

CDirectorItemManager::CollectAllItemLocations

0x008a6800 · 728 bytes · __thiscall

_ZN20CDirectorItemManager23CollectAllItemLocationsEv

Decompiled

undefined (1 param)

/* CDirectorItemManager::CollectAllItemLocations() */

void __thiscall CDirectorItemManager::CollectAllItemLocations(CDirectorItemManager *this)

{
  char cVar1;
  byte bVar2;
  
  bVar2 = false;
  *(undefined4 *)(this + 0x428) = 0;
  cVar1 = CTerrorGameRules::IsScavengeMode();
  if (cVar1 == '\0') {
    bVar2 = CTerrorGameRules::IsSurvivalMode();
    bVar2 = bVar2 ^ 1;
  }
  CollectItemLocations<CHandle<CBaseEntity>>
            (this,"weapon_molotov_spawn",(EntityPopulationInfo *)(this + 0x60),false,true);
  CollectItemLocations<CHandle<CBaseEntity>>
            (this,"weapon_pipe_bomb_spawn",(EntityPopulationInfo *)(this + 200),false,true);
  CollectItemLocations<CHandle<CBaseEntity>>
            (this,"weapon_vomitjar_spawn",(EntityPopulationInfo *)(this + 0x29c),false,true);
  CollectItemLocations<CHandle<CBaseEntity>>
            (this,"weapon_pain_pills_spawn",(EntityPopulationInfo *)(this + 0x2c),(bool)bVar2,true);
  CollectItemLocations<CHandle<CBaseEntity>>
            (this,"weapon_pistol_spawn",(EntityPopulationInfo *)(this + 0xfc),(bool)bVar2,true);
  CollectItemLocations<CHandle<CBaseEntity>>
            (this,"weapon_pistol_magnum_spawn",(EntityPopulationInfo *)(this + 0x130),(bool)bVar2,
             true);
  CollectItemLocations<CHandle<CBaseEntity>>
            (this,"weapon_melee_spawn",(EntityPopulationInfo *)(this + 0x200),(bool)bVar2,true);
  CollectItemLocations<CHandle<CBaseEntity>>
            (this,"weapon_adrenaline_spawn",(EntityPopulationInfo *)(this + 0x234),(bool)bVar2,true)
  ;
  CollectItemLocations<CHandle<CBaseEntity>>
            (this,"weapon_defibrillator_spawn",(EntityPopulationInfo *)(this + 0x268),(bool)bVar2,
             true);
  CollectItemLocations<CHandle<CBaseEntity>>
            (this,"weapon_ammo_spawn",(EntityPopulationInfo *)(this + 0x94),false,false);
  CollectItemLocations<CHandle<CBaseEntity>>
            (this,"weapon_upgradepack_*",(EntityPopulationInfo *)(this + 0x304),false,false);
  CollectItemLocations<CHandle<CBaseEntity>>
            (this,"upgrade_*",(EntityPopulationInfo *)(this + 0x2d0),false,false);
  CollectItemLocations<CHandle<CBaseEntity>>
            (this,"weapon_chainsaw_spawn",(EntityPopulationInfo *)(this + 0x338),false,false);
  CollectItemLocations<CHandle<CBaseEntity>>
            (this,"weapon_grenade_launcher_spawn",(EntityPopulationInfo *)(this + 0x36c),false,false
            );
  CollectItemLocations<CHandle<CBaseEntity>>
            (this,"weapon_rifle_m60_spawn",(EntityPopulationInfo *)(this + 0x3a0),false,false);
  CollectPropPhysicsLocations<CHandle<CBaseEntity>>
            (this,"models/props_junk/gascan001a.mdl",(EntityPopulationInfo *)(this + 0x164));
  CollectPropPhysicsLocations<CHandle<CBaseEntity>>
            (this,"models/props_equipment/oxygentank01.mdl",(EntityPopulationInfo *)(this + 0x1cc));
  CollectPropPhysicsLocations<CHandle<CBaseEntity>>
            (this,"models/props_junk/propanecanister001a.mdl",(EntityPopulationInfo *)(this + 0x198)
            );
  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)