SpawnBackgroundZombies
0x00976320 · 397 bytes · __cdecl
_Z22SpawnBackgroundZombiesib
Decompiled
undefined (2 params)
/* SpawnBackgroundZombies(int, bool) */
void SpawnBackgroundZombies(int param_1,bool param_2)
{
int iVar1;
int *piVar2;
int iVar3;
longdouble lVar4;
float fVar5;
float local_34;
undefined1 local_28 [24];
if (DAT_00fe6000 < 1) {
local_34 = 0.0;
}
else {
local_34 = 0.0;
piVar2 = TheNavAreas;
do {
while (iVar3 = *piVar2, param_2 == ((*(uint *)(iVar3 + 300) & 0x802) != 0)) {
piVar2 = piVar2 + 1;
local_34 = (*(float *)(iVar3 + 0x14) - *(float *)(iVar3 + 8)) *
(*(float *)(iVar3 + 0x10) - *(float *)(iVar3 + 4)) + local_34;
if (piVar2 == TheNavAreas + DAT_00fe6000) goto LAB_00976393;
}
piVar2 = piVar2 + 1;
} while (piVar2 != TheNavAreas + DAT_00fe6000);
}
LAB_00976393:
if (param_1 != 0) {
while (iVar3 = CDirectorTacticalServices::GetCommonInfectedCount
(*(CDirectorTacticalServices **)(TheDirector + 0x628),0),
iVar3 < *(int *)(ZombieBackgroundLimit._28_4_ + 0x30)) {
lVar4 = (longdouble)RandomFloat(0,local_34);
fVar5 = (float)lVar4;
if (DAT_00fe6000 < 1) {
return;
}
iVar3 = 0;
do {
iVar1 = TheNavAreas[iVar3];
if ((param_2 == ((*(uint *)(iVar1 + 300) & 0x802) != 0)) &&
(fVar5 = fVar5 - (*(float *)(iVar1 + 0x14) - *(float *)(iVar1 + 8)) *
(*(float *)(iVar1 + 0x10) - *(float *)(iVar1 + 4)), fVar5 <= 0.0))
goto LAB_00976458;
iVar3 = iVar3 + 1;
} while (iVar3 != DAT_00fe6000);
if (0.0 < fVar5) {
return;
}
LAB_00976458:
TerrorNavArea::FindRandomSpot();
iVar3 = ZombieManager::SpawnCommonZombie(TheZombieManager,iVar1,local_28,0);
param_1 = param_1 + -1 + (uint)(iVar3 == 0);
if (param_1 == 0) {
return;
}
}
}
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.