L L4D2node

CDirectorScavengeMode::UpdateScavengeMobSpawns

0x008b2c40 · 39 bytes · __cdecl

_ZN21CDirectorScavengeMode23UpdateScavengeMobSpawnsEv

Decompiled

undefined (0 params)

/* CDirectorScavengeMode::UpdateScavengeMobSpawns() */

undefined4 CDirectorScavengeMode::UpdateScavengeMobSpawns(void)

{
  undefined4 uVar1;
  
  uVar1 = CTerrorGameRules::IsScavengeMode();
  if ((char)uVar1 == '\0') {
    return uVar1;
  }
  CDirector::SpawnMobs(TheDirector);
  return uVar1;
}

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)