L L4D2node

SetSpawnDirectionFilter

0x008b5510 · 254 bytes · unknown

_Z23SetSpawnDirectionFilterv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* SetSpawnDirectionFilter() */

void SetSpawnDirectionFilter(void)

{
  byte bVar1;
  uint uVar2;
  uint uVar3;
  int iVar4;
  uint uVar5;
  
  uVar2 = CDirector::GetScriptValue(TheDirector,"SpawnDirectionCount",0);
  uVar5 = 0;
  uVar3 = CDirector::GetScriptValue(TheDirector,"SpawnDirectionMask",0);
  if (uVar2 == 0) {
    uVar5 = 0;
    if (uVar3 != 0) {
      uVar5 = uVar3 & 0xff;
    }
    *(uint *)(TheZombieManager + 0x6c) = uVar5;
    return;
  }
  if ((uVar3 != 0xff) && (uVar3 != 0)) {
    Warning("WARNING: Hey, you set a spawn count (%d) and mask (%x) in script... only set 1\n",uVar2
            ,uVar3);
    uVar5 = uVar3;
  }
  if (7 < uVar2) {
    Warning("WARNING: Ummm, i cant spawn from %d directions, fool... there are only 8\n",uVar2,uVar5
           );
    *(undefined4 *)(TheZombieManager + 0x6c) = 0;
    return;
  }
  iVar4 = 0;
  uVar5 = 0;
  do {
    do {
      bVar1 = RandomInt(0,7);
      uVar3 = 1 << (bVar1 & 0x1f);
    } while ((uVar3 & uVar5) != 0);
    iVar4 = iVar4 + 1;
    uVar5 = uVar5 | uVar3;
  } while (iVar4 < (int)uVar2);
  *(uint *)(TheZombieManager + 0x6c) = uVar5;
  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)