CInfectedZooMaker::PerformSpawn
0x008d22b0 · 185 bytes · __thiscall
_ZN17CInfectedZooMaker12PerformSpawnEv
Decompiled
undefined (1 param)
/* CInfectedZooMaker::PerformSpawn() */
void __thiscall CInfectedZooMaker::PerformSpawn(CInfectedZooMaker *this)
{
char *pcVar1;
int iVar2;
int iVar3;
int iVar4;
int iVar5;
int *piVar6;
undefined4 uVar7;
undefined4 uVar8;
undefined1 local_34 [18];
undefined2 local_22;
int local_20 [4];
uVar8 = 0;
uVar7 = 0;
iVar5 = 0;
piVar6 = (int *)0x0;
CBaseEntity::ThinkSet((_func_void *)local_34,(float)this,(char *)0x0);
local_20[0] = 0;
if (*(short *)(this + 0x466) == 0) {
iVar3 = 0;
}
else {
iVar3 = 0;
iVar2 = 0;
do {
local_22 = (undefined2)iVar2;
pcVar1 = (char *)CUtlSymbolTable::String
((CUtlSymbolTable *)(this + 0x454),&local_22,iVar5,piVar6,uVar7,
uVar8);
piVar6 = local_20;
iVar4 = iVar2 + 1;
iVar5 = iVar2;
iVar2 = PerformSpawnModel(this,pcVar1,iVar2,piVar6);
iVar3 = iVar3 + iVar2;
iVar2 = iVar4;
} while (iVar4 < (int)(uint)*(ushort *)(this + 0x466));
}
Msg("[Zoo] spawned a total of %d different infected.\n",iVar3);
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.