L L4D2node

ZombieManager::SpawnITMob

0x00a58b10 · 139 bytes · __thiscall

_ZN13ZombieManager10SpawnITMobEi

Decompiled

undefined (2 params)

/* ZombieManager::SpawnITMob(int) */

void __thiscall ZombieManager::SpawnITMob(ZombieManager *this,int param_1)

{
  int iVar1;
  
  UTIL_LogPrintf("%3.2f: (MOB) SpawnITMob requested of size %d.\n",
                 (double)*(float *)(gpGlobals + 0xc),param_1);
  iVar1 = *(int *)(this + 0x210);
  if (*(int *)(this + 0x210) < param_1) {
    *(int *)(this + 0x210) = param_1;
    iVar1 = param_1;
  }
  UTIL_LogPrintf("%3.2f: (MOB) SpawnITMob will make %d.\n",(double)*(float *)(gpGlobals + 0xc),iVar1
                );
  *(undefined4 *)(this + 0x214) = 2;
  *(undefined4 *)(this + 0x1f0) = 0;
  *(undefined4 *)(this + 0x1dc) = 0;
  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)