L L4D2node

Music::OnMobSpawn

0x008f02e0 · 526 bytes · __thiscall

_ZN5Music10OnMobSpawnEii

Decompiled

undefined (3 params)

/* Music::OnMobSpawn(int, int) */

void __thiscall Music::OnMobSpawn(Music *this,int param_1,int param_2)

{
  float fVar1;
  char cVar2;
  undefined4 uVar3;
  int iVar4;
  int in_GS_OFFSET;
  longdouble lVar5;
  char *pcVar6;
  char local_e0 [64];
  char local_a0 [128];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  lVar5 = (longdouble)CountdownTimer::Now();
  fVar1 = *(float *)(this + 0x1c0);
  if ((float)lVar5 + fVar1 != *(float *)(this + 0x1c4)) {
    (**(code **)(*(int *)(this + 0x1bc) + 4))(this + 0x1bc,this + 0x1c4);
    *(float *)(this + 0x1c4) = (float)lVar5 + fVar1;
  }
  this[0x1e0] = (Music)0x1;
  if (param_2 == 0) {
    _V_strcpy(local_e0,"ANYWHERE");
LAB_008f0386:
    uVar3 = (**(code **)(**(int **)(this + 0x378) + 0xb8))(*(int **)(this + 0x378));
    MusicMsg("%s Music::OnMobSpawn %s : %i\n",uVar3,local_e0,param_1);
    CDirectorTacticalServices::GetCommonInfectedCount
              (*(CDirectorTacticalServices **)(TheDirector + 0x628),1);
    cVar2 = CDirector::IsFinale(TheDirector);
    if (cVar2 != '\0') goto LAB_008f03e0;
    iVar4 = *(int *)this;
    pcVar6 = "Event.MobSignal1";
  }
  else {
    if (param_2 != 1) {
      _V_strcpy(local_e0,"OTHER");
      goto LAB_008f0386;
    }
    _V_strcpy(local_e0,"BEHIND");
    uVar3 = (**(code **)(**(int **)(this + 0x378) + 0xb8))(*(int **)(this + 0x378));
    MusicMsg("%s Music::OnMobSpawn %s : %i\n",uVar3,local_e0,param_1);
    CDirectorTacticalServices::GetCommonInfectedCount
              (*(CDirectorTacticalServices **)(TheDirector + 0x628),1);
    cVar2 = CDirector::IsFinale(TheDirector);
    if (cVar2 != '\0') goto LAB_008f03e0;
    iVar4 = *(int *)this;
    pcVar6 = "Event.MobSignal2";
  }
  (**(code **)(iVar4 + 0x18))(this,pcVar6,local_a0);
  Play(this,local_a0,0,-1.0,false,false);
LAB_008f03e0:
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)