L L4D2node

CInfoZombieSpawn::StartleZombie

0x008d44f0 · 299 bytes · __thiscall

_ZN16CInfoZombieSpawn13StartleZombieER11inputdata_t

Decompiled

undefined (2 params)

/* CInfoZombieSpawn::StartleZombie(inputdata_t&) */

void __thiscall CInfoZombieSpawn::StartleZombie(CInfoZombieSpawn *this,inputdata_t *param_1)

{
  uint uVar1;
  int *piVar2;
  Witch *this_00;
  undefined4 *puVar3;
  char *pcVar4;
  int *piVar5;
  undefined *puVar6;
  
  uVar1 = *(uint *)(this + 0x448);
  if ((((uVar1 == 0xffffffff) ||
       (puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) ||
     ((*(int *)(puVar6 + 4) == 0 ||
      (this_00 = (Witch *)__dynamic_cast(*(int *)(puVar6 + 4),&CBaseEntity::typeinfo,
                                         &Witch::typeinfo,0), this_00 == (Witch *)0x0)))) {
    return;
  }
  piVar2 = *(int **)param_1;
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar4 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar4 = *(char **)(param_1 + 8);
    }
    if (*pcVar4 == '\0') goto LAB_008d457f;
LAB_008d45cc:
    piVar5 = (int *)CGlobalEntityList::FindEntityByName
                              ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar4,
                               (CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
                               (IEntityFindFilter *)0x0);
    if (piVar5 == (int *)0x0) goto LAB_008d457f;
  }
  else {
    pcVar4 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
    if ((pcVar4 != (char *)0x0) && (*pcVar4 != '\0')) goto LAB_008d45cc;
LAB_008d457f:
    piVar5 = piVar2;
    if (piVar2 == (int *)0x0) {
      *(undefined4 *)(this_00 + 0x1dac) = 0xffffffff;
      goto LAB_008d4597;
    }
  }
  puVar3 = (undefined4 *)(**(code **)(*piVar5 + 0xc))(piVar5);
  *(undefined4 *)(this_00 + 0x1dac) = *puVar3;
LAB_008d4597:
  Witch::StartRageRamp(this_00,*(float *)(witch_rage_ramp_duration._28_4_ + 0x2c));
  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)